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            <dt><a href="Phaser.GameObjects.Particles.EmitterOp.html">EmitterOp</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Particles.GravityWell.html">GravityWell</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Particles.Particle.html">Particle</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Particles.ParticleEmitter.html">ParticleEmitter</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Particles.ParticleEmitterManager.html">ParticleEmitterManager</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Particles.Zones.DeathZone.html">DeathZone</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Particles.Zones.EdgeZone.html">EdgeZone</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Particles.Zones.RandomZone.html">RandomZone</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.PathFollower.html">PathFollower</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Polygon.html">Polygon</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Quad.html">Quad</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Rectangle.html">Rectangle</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.RenderTexture.html">RenderTexture</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Rope.html">Rope</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Shader.html">Shader</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Shape.html">Shape</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Sprite.html">Sprite</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Sprite3D.html">Sprite3D</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Star.html">Star</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Text.html">Text</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.TextStyle.html">TextStyle</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.TileSprite.html">TileSprite</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Triangle.html">Triangle</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.UpdateList.html">UpdateList</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Video.html">Video</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.GameObjects.Zone.html">Zone</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Geom.Circle.html">Circle</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Geom.Ellipse.html">Ellipse</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Geom.Line.html">Line</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Geom.Point.html">Point</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Geom.Polygon.html">Polygon</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Geom.Rectangle.html">Rectangle</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Geom.Triangle.html">Triangle</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Input.Gamepad.Axis.html">Axis</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Input.Gamepad.Button.html">Button</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Input.Gamepad.Gamepad.html">Gamepad</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Input.Gamepad.GamepadPlugin.html">GamepadPlugin</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Input.InputManager.html">InputManager</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Input.InputPlugin.html">InputPlugin</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Input.Keyboard.Key.html">Key</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Input.Keyboard.KeyboardManager.html">KeyboardManager</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Input.Keyboard.KeyboardPlugin.html">KeyboardPlugin</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Input.Keyboard.KeyCombo.html">KeyCombo</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Input.Mouse.MouseManager.html">MouseManager</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Input.Pointer.html">Pointer</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Input.Touch.TouchManager.html">TouchManager</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.File.html">File</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.AnimationJSONFile.html">AnimationJSONFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.AtlasJSONFile.html">AtlasJSONFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.AtlasXMLFile.html">AtlasXMLFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.AudioFile.html">AudioFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.AudioSpriteFile.html">AudioSpriteFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.BinaryFile.html">BinaryFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.BitmapFontFile.html">BitmapFontFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.CSSFile.html">CSSFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.GLSLFile.html">GLSLFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.HTML5AudioFile.html">HTML5AudioFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.HTMLFile.html">HTMLFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.HTMLTextureFile.html">HTMLTextureFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.ImageFile.html">ImageFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.JSONFile.html">JSONFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.MultiAtlasFile.html">MultiAtlasFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.MultiScriptFile.html">MultiScriptFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.PackFile.html">PackFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.PluginFile.html">PluginFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.SceneFile.html">SceneFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.ScenePluginFile.html">ScenePluginFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.ScriptFile.html">ScriptFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.SpineFile.html">SpineFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.SpriteSheetFile.html">SpriteSheetFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.SVGFile.html">SVGFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.TextFile.html">TextFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.TilemapCSVFile.html">TilemapCSVFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.TilemapImpactFile.html">TilemapImpactFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.TilemapJSONFile.html">TilemapJSONFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.UnityAtlasFile.html">UnityAtlasFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.VideoFile.html">VideoFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.FileTypes.XMLFile.html">XMLFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.LoaderPlugin.html">LoaderPlugin</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Loader.MultiFile.html">MultiFile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Math.Matrix3.html">Matrix3</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Math.Matrix4.html">Matrix4</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Math.Quaternion.html">Quaternion</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Math.RandomDataGenerator.html">RandomDataGenerator</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Math.Vector2.html">Vector2</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Math.Vector3.html">Vector3</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Math.Vector4.html">Vector4</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Arcade.ArcadePhysics.html">ArcadePhysics</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Arcade.Body.html">Body</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Arcade.Collider.html">Collider</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Arcade.Factory.html">Factory</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Arcade.Group.html">Group</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Arcade.Image.html">Image</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Arcade.Sprite.html">Sprite</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Arcade.StaticBody.html">StaticBody</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Arcade.StaticGroup.html">StaticGroup</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Arcade.World.html">World</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Matter.BodyBounds.html">BodyBounds</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Matter.Factory.html">Factory</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Matter.Image.html">Image</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Matter.MatterPhysics.html">MatterPhysics</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Matter.PointerConstraint.html">PointerConstraint</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Matter.Sprite.html">Sprite</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Matter.TileBody.html">TileBody</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Physics.Matter.World.html">World</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Plugins.BasePlugin.html">BasePlugin</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Plugins.PluginManager.html">PluginManager</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Plugins.ScenePlugin.html">ScenePlugin</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Renderer.Canvas.CanvasRenderer.html">CanvasRenderer</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Renderer.WebGL.Pipelines.BitmapMaskPipeline.html">BitmapMaskPipeline</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline.html">ForwardDiffuseLightPipeline</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline.html">TextureTintPipeline</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Renderer.WebGL.Pipelines.TextureTintStripPipeline.html">TextureTintStripPipeline</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Renderer.WebGL.WebGLPipeline.html">WebGLPipeline</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Renderer.WebGL.WebGLRenderer.html">WebGLRenderer</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Scale.ScaleManager.html">ScaleManager</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Scene.html">Scene</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Scenes.SceneManager.html">SceneManager</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Scenes.ScenePlugin.html">ScenePlugin</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Scenes.Systems.html">Systems</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Sound.BaseSound.html">BaseSound</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Sound.BaseSoundManager.html">BaseSoundManager</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Sound.HTML5AudioSound.html">HTML5AudioSound</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Sound.HTML5AudioSoundManager.html">HTML5AudioSoundManager</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Sound.NoAudioSound.html">NoAudioSound</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Sound.NoAudioSoundManager.html">NoAudioSoundManager</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Sound.WebAudioSound.html">WebAudioSound</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Sound.WebAudioSoundManager.html">WebAudioSoundManager</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Structs.List.html">List</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Structs.Map.html">Map</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Structs.ProcessQueue.html">ProcessQueue</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Structs.RTree.html">RTree</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Structs.Set.html">Set</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Structs.Size.html">Size</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Textures.CanvasTexture.html">CanvasTexture</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Textures.Frame.html">Frame</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Textures.Texture.html">Texture</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Textures.TextureManager.html">TextureManager</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Textures.TextureSource.html">TextureSource</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Tilemaps.DynamicTilemapLayer.html">DynamicTilemapLayer</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Tilemaps.ImageCollection.html">ImageCollection</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Tilemaps.LayerData.html">LayerData</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Tilemaps.MapData.html">MapData</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Tilemaps.ObjectLayer.html">ObjectLayer</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Tilemaps.StaticTilemapLayer.html">StaticTilemapLayer</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Tilemaps.Tile.html">Tile</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Tilemaps.Tilemap.html">Tilemap</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Tilemaps.Tileset.html">Tileset</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Time.Clock.html">Clock</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Time.TimerEvent.html">TimerEvent</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Tweens.Timeline.html">Timeline</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Tweens.Tween.html">Tween</a></dt>
            <dd></dd>
        
            <dt><a href="Phaser.Tweens.TweenManager.html">TweenManager</a></dt>
            <dd></dd>
        
            <dt><a href="SpineGameObject.html">SpineGameObject</a></dt>
            <dd></dd>
        
            <dt><a href="SpinePlugin.html">SpinePlugin</a></dt>
            <dd></dd>
        </dl>
    

    

    
        <h3 class="subsection-title">Namespaces</h3>

        <dl>
            <dt><a href="namespaces.html#Phaser"><a href="Phaser.html">Phaser</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Actions"><a href="Phaser.Actions.html">Actions</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Animations"><a href="Phaser.Animations.html">Animations</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Animations.Events"><a href="Phaser.Animations.Events.html">Events</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.BlendModes"><a href="Phaser.BlendModes.html">BlendModes</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Cache"><a href="Phaser.Cache.html">Cache</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Cache.Events"><a href="Phaser.Cache.Events.html">Events</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Cameras"><a href="Phaser.Cameras.html">Cameras</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Cameras.Controls"><a href="Phaser.Cameras.Controls.html">Controls</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Cameras.Scene2D"><a href="Phaser.Cameras.Scene2D.html">Scene2D</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Cameras.Scene2D.Effects"><a href="Phaser.Cameras.Scene2D.Effects.html">Effects</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Cameras.Scene2D.Events"><a href="Phaser.Cameras.Scene2D.Events.html">Events</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Cameras.Sprite3D"><a href="Phaser.Cameras.Sprite3D.html">Sprite3D</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Core"><a href="Phaser.Core.html">Core</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Core.Events"><a href="Phaser.Core.Events.html">Events</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Create"><a href="Phaser.Create.html">Create</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Create.Palettes"><a href="Phaser.Create.Palettes.html">Palettes</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Curves"><a href="Phaser.Curves.html">Curves</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Data"><a href="Phaser.Data.html">Data</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Data.Events"><a href="Phaser.Data.Events.html">Events</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Device"><a href="Phaser.Device.html">Device</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Display"><a href="Phaser.Display.html">Display</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Display.Align"><a href="Phaser.Display.Align.html">Align</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Display.Align.In"><a href="Phaser.Display.Align.In.html">In</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Display.Align.To"><a href="Phaser.Display.Align.To.html">To</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Display.Bounds"><a href="Phaser.Display.Bounds.html">Bounds</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Display.Canvas"><a href="Phaser.Display.Canvas.html">Canvas</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Display.Canvas.CanvasInterpolation"><a href="Phaser.Display.Canvas.CanvasInterpolation.html">CanvasInterpolation</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Display.Canvas.CanvasPool"><a href="Phaser.Display.Canvas.CanvasPool.html">CanvasPool</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Display.Canvas.Smoothing"><a href="Phaser.Display.Canvas.Smoothing.html">Smoothing</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Display.Color"><a href="Phaser.Display.Color.html">Color</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Display.Color.Interpolate"><a href="Phaser.Display.Color.Interpolate.html">Interpolate</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Display.Masks"><a href="Phaser.Display.Masks.html">Masks</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.DOM"><a href="Phaser.DOM.html">DOM</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Events"><a href="Phaser.Events.html">Events</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.GameObjects"><a href="Phaser.GameObjects.html">GameObjects</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.GameObjects.Components"><a href="Phaser.GameObjects.Components.html">Components</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.GameObjects.Components.Alpha"><a href="Phaser.GameObjects.Components.Alpha.html">Alpha</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.GameObjects.Components.AlphaSingle"><a href="Phaser.GameObjects.Components.AlphaSingle.html">AlphaSingle</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.GameObjects.Components.BlendMode"><a href="Phaser.GameObjects.Components.BlendMode.html">BlendMode</a></a></dt>
            <dd></dd>
        
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            <dt><a href="namespaces.html#Phaser.Types.GameObjects.Group"><a href="Phaser.Types.GameObjects.Group.html">Group</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.GameObjects.Particles"><a href="Phaser.Types.GameObjects.Particles.html">Particles</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.GameObjects.PathFollower"><a href="Phaser.Types.GameObjects.PathFollower.html">PathFollower</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.GameObjects.RenderTexture"><a href="Phaser.Types.GameObjects.RenderTexture.html">RenderTexture</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.GameObjects.Sprite"><a href="Phaser.Types.GameObjects.Sprite.html">Sprite</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.GameObjects.Text"><a href="Phaser.Types.GameObjects.Text.html">Text</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.GameObjects.TileSprite"><a href="Phaser.Types.GameObjects.TileSprite.html">TileSprite</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.Input"><a href="Phaser.Types.Input.html">Input</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.Input.Gamepad"><a href="Phaser.Types.Input.Gamepad.html">Gamepad</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.Input.Keyboard"><a href="Phaser.Types.Input.Keyboard.html">Keyboard</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.Loader"><a href="Phaser.Types.Loader.html">Loader</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.Loader.FileTypes"><a href="Phaser.Types.Loader.FileTypes.html">FileTypes</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.Math"><a href="Phaser.Types.Math.html">Math</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.Physics"><a href="Phaser.Types.Physics.html">Physics</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.Physics.Arcade"><a href="Phaser.Types.Physics.Arcade.html">Arcade</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.Physics.Matter"><a href="Phaser.Types.Physics.Matter.html">Matter</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.Plugins"><a href="Phaser.Types.Plugins.html">Plugins</a></a></dt>
            <dd></dd>
        
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            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.Renderer.Snapshot"><a href="Phaser.Types.Renderer.Snapshot.html">Snapshot</a></a></dt>
            <dd></dd>
        
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            <dd></dd>
        
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            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.Textures"><a href="Phaser.Types.Textures.html">Textures</a></a></dt>
            <dd></dd>
        
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            <dd></dd>
        
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            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Types.Tweens"><a href="Phaser.Types.Tweens.html">Tweens</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Utils"><a href="Phaser.Utils.html">Utils</a></a></dt>
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            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Utils.Array.Matrix"><a href="Phaser.Utils.Array.Matrix.html">Matrix</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Utils.Array.StableSortFunctions"><a href="Phaser.Utils.Array.StableSortFunctions.html">StableSortFunctions</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Utils.Base64"><a href="Phaser.Utils.Base64.html">Base64</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Utils.Objects"><a href="Phaser.Utils.Objects.html">Objects</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#Phaser.Utils.String"><a href="Phaser.Utils.String.html">String</a></a></dt>
            <dd></dd>
        
            <dt><a href="namespaces.html#SpinePluginEvents"><a href="SpinePluginEvents.html">SpinePluginEvents</a></a></dt>
            <dd></dd>
        </dl>
    

    

    

    

    
        <h3 class="subsection-title">Events</h3>

        <dl>
            
<hr>
<dt>
    <h4 class="name" id="event:ADD_ANIMATION">ADD_ANIMATION</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Add Animation Event.</p>
<p>This event is dispatched when a new animation is added to the global Animation Manager.</p>
<p>This can happen either as a result of an animation instance being added to the Animation Manager,
or the Animation Manager creating a new animation directly.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The key of the Animation that was added to the global Animation Manager.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>animation</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.Animation.html">Phaser.Animations.Animation</a></span>



            
            </td>

            

            

            <td class="description last"><p>An instance of the newly created Animation.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/ADD_ANIMATION_EVENT.js">src/animations/events/ADD_ANIMATION_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/ADD_ANIMATION_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:ANIMATION_COMPLETE">ANIMATION_COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Animation Complete Event.</p>
<p>This event is dispatched by an Animation instance when it completes, i.e. finishes playing or is manually stopped.</p>
<p>Be careful with the volume of events this could generate. If a group of Sprites all complete the same
animation at the same time, this event will invoke its handler for each one of them.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>animation</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.Animation.html">Phaser.Animations.Animation</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Animation that completed.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>frame</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.AnimationFrame.html">Phaser.Animations.AnimationFrame</a></span>



            
            </td>

            

            

            <td class="description last"><p>The current Animation Frame that the Animation completed on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Sprite.html">Phaser.GameObjects.Sprite</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Game Object on which the animation completed.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/ANIMATION_COMPLETE_EVENT.js">src/animations/events/ANIMATION_COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/ANIMATION_COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:ANIMATION_REPEAT">ANIMATION_REPEAT</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Animation Repeat Event.</p>
<p>This event is dispatched when a currently playing animation repeats.</p>
<p>The event is dispatched directly from the Animation object itself. Which means that listeners
bound to this event will be invoked every time the Animation repeats, for every Game Object that may have it.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>animation</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.Animation.html">Phaser.Animations.Animation</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Animation that repeated.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>frame</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.AnimationFrame.html">Phaser.Animations.AnimationFrame</a></span>



            
            </td>

            

            

            <td class="description last"><p>The current Animation Frame that the Animation was on when it repeated.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/ANIMATION_REPEAT_EVENT.js">src/animations/events/ANIMATION_REPEAT_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/ANIMATION_REPEAT_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:ANIMATION_RESTART">ANIMATION_RESTART</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Animation Restart Event.</p>
<p>This event is dispatched by an Animation instance when it restarts.</p>
<p>Be careful with the volume of events this could generate. If a group of Sprites all restart the same
animation at the same time, this event will invoke its handler for each one of them.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>animation</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.Animation.html">Phaser.Animations.Animation</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Animation that restarted playing.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>frame</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.AnimationFrame.html">Phaser.Animations.AnimationFrame</a></span>



            
            </td>

            

            

            <td class="description last"><p>The current Animation Frame that the Animation restarted with.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Sprite.html">Phaser.GameObjects.Sprite</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Game Object on which the animation restarted playing.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/ANIMATION_RESTART_EVENT.js">src/animations/events/ANIMATION_RESTART_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/ANIMATION_RESTART_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:ANIMATION_START">ANIMATION_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Animation Start Event.</p>
<p>This event is dispatched by an Animation instance when it starts playing.</p>
<p>Be careful with the volume of events this could generate. If a group of Sprites all play the same
animation at the same time, this event will invoke its handler for each one of them.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>animation</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.Animation.html">Phaser.Animations.Animation</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Animation that started playing.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>frame</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.AnimationFrame.html">Phaser.Animations.AnimationFrame</a></span>



            
            </td>

            

            

            <td class="description last"><p>The current Animation Frame that the Animation started with.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Sprite.html">Phaser.GameObjects.Sprite</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Game Object on which the animation started playing.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/ANIMATION_START_EVENT.js">src/animations/events/ANIMATION_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/ANIMATION_START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PAUSE_ALL">PAUSE_ALL</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Pause All Animations Event.</p>
<p>This event is dispatched when the global Animation Manager is told to pause.</p>
<p>When this happens all current animations will stop updating, although it doesn't necessarily mean
that the game has paused as well.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/PAUSE_ALL_EVENT.js">src/animations/events/PAUSE_ALL_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/PAUSE_ALL_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:REMOVE_ANIMATION">REMOVE_ANIMATION</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Remove Animation Event.</p>
<p>This event is dispatched when an animation is removed from the global Animation Manager.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The key of the Animation that was removed from the global Animation Manager.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>animation</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.Animation.html">Phaser.Animations.Animation</a></span>



            
            </td>

            

            

            <td class="description last"><p>An instance of the removed Animation.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/REMOVE_ANIMATION_EVENT.js">src/animations/events/REMOVE_ANIMATION_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/REMOVE_ANIMATION_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:RESUME_ALL">RESUME_ALL</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Resume All Animations Event.</p>
<p>This event is dispatched when the global Animation Manager resumes, having been previously paused.</p>
<p>When this happens all current animations will continue updating again.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/RESUME_ALL_EVENT.js">src/animations/events/RESUME_ALL_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/RESUME_ALL_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SPRITE_ANIMATION_COMPLETE">SPRITE_ANIMATION_COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sprite Animation Complete Event.</p>
<p>This event is dispatched by a Sprite when an animation finishes playing on it.</p>
<p>Listen for it on the Sprite using <code>sprite.on('animationcomplete', listener)</code></p>
<p>This same event is dispatched for all animations. To listen for a specific animation, use the <code>SPRITE_ANIMATION_KEY_COMPLETE</code> event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>animation</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.Animation.html">Phaser.Animations.Animation</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Animation that completed.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>frame</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.AnimationFrame.html">Phaser.Animations.AnimationFrame</a></span>



            
            </td>

            

            

            <td class="description last"><p>The current Animation Frame that the Animation completed on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Sprite.html">Phaser.GameObjects.Sprite</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Game Object on which the animation completed.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_COMPLETE_EVENT.js">src/animations/events/SPRITE_ANIMATION_COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SPRITE_ANIMATION_KEY_COMPLETE">SPRITE_ANIMATION_KEY_COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sprite Animation Key Complete Event.</p>
<p>This event is dispatched by a Sprite when a specific animation finishes playing on it.</p>
<p>Listen for it on the Sprite using <code>sprite.on('animationcomplete-key', listener)</code> where <code>key</code> is the key of
the animation. For example, if you had an animation with the key 'explode' you should listen for <code>animationcomplete-explode</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>animation</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.Animation.html">Phaser.Animations.Animation</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Animation that completed.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>frame</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.AnimationFrame.html">Phaser.Animations.AnimationFrame</a></span>



            
            </td>

            

            

            <td class="description last"><p>The current Animation Frame that the Animation completed on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Sprite.html">Phaser.GameObjects.Sprite</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Game Object on which the animation completed.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_KEY_COMPLETE_EVENT.js">src/animations/events/SPRITE_ANIMATION_KEY_COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_KEY_COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SPRITE_ANIMATION_KEY_REPEAT">SPRITE_ANIMATION_KEY_REPEAT</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sprite Animation Key Repeat Event.</p>
<p>This event is dispatched by a Sprite when a specific animation repeats playing on it.</p>
<p>Listen for it on the Sprite using <code>sprite.on('animationrepeat-key', listener)</code> where <code>key</code> is the key of
the animation. For example, if you had an animation with the key 'explode' you should listen for <code>animationrepeat-explode</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>animation</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.Animation.html">Phaser.Animations.Animation</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Animation that is repeating on the Sprite.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>frame</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.AnimationFrame.html">Phaser.Animations.AnimationFrame</a></span>



            
            </td>

            

            

            <td class="description last"><p>The current Animation Frame that the Animation started with.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>repeatCount</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The number of times the Animation has repeated so far.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Sprite.html">Phaser.GameObjects.Sprite</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Game Object on which the animation repeated playing.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_KEY_REPEAT_EVENT.js">src/animations/events/SPRITE_ANIMATION_KEY_REPEAT_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_KEY_REPEAT_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SPRITE_ANIMATION_KEY_RESTART">SPRITE_ANIMATION_KEY_RESTART</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sprite Animation Key Restart Event.</p>
<p>This event is dispatched by a Sprite when a specific animation restarts playing on it.</p>
<p>Listen for it on the Sprite using <code>sprite.on('animationrestart-key', listener)</code> where <code>key</code> is the key of
the animation. For example, if you had an animation with the key 'explode' you should listen for <code>animationrestart-explode</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>animation</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.Animation.html">Phaser.Animations.Animation</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Animation that was restarted on the Sprite.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>frame</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.AnimationFrame.html">Phaser.Animations.AnimationFrame</a></span>



            
            </td>

            

            

            <td class="description last"><p>The current Animation Frame that the Animation restarted with.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Sprite.html">Phaser.GameObjects.Sprite</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Game Object on which the animation restarted playing.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_KEY_RESTART_EVENT.js">src/animations/events/SPRITE_ANIMATION_KEY_RESTART_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_KEY_RESTART_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SPRITE_ANIMATION_KEY_START">SPRITE_ANIMATION_KEY_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sprite Animation Key Start Event.</p>
<p>This event is dispatched by a Sprite when a specific animation starts playing on it.</p>
<p>Listen for it on the Sprite using <code>sprite.on('animationstart-key', listener)</code> where <code>key</code> is the key of
the animation. For example, if you had an animation with the key 'explode' you should listen for <code>animationstart-explode</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>animation</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.Animation.html">Phaser.Animations.Animation</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Animation that was started on the Sprite.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>frame</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.AnimationFrame.html">Phaser.Animations.AnimationFrame</a></span>



            
            </td>

            

            

            <td class="description last"><p>The current Animation Frame that the Animation started with.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Sprite.html">Phaser.GameObjects.Sprite</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Game Object on which the animation started playing.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_KEY_START_EVENT.js">src/animations/events/SPRITE_ANIMATION_KEY_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_KEY_START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SPRITE_ANIMATION_KEY_UPDATE">SPRITE_ANIMATION_KEY_UPDATE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sprite Animation Key Update Event.</p>
<p>This event is dispatched by a Sprite when a specific animation playing on it updates. This happens when the animation changes frame,
based on the animation frame rate and other factors like <code>timeScale</code> and <code>delay</code>.</p>
<p>Listen for it on the Sprite using <code>sprite.on('animationupdate-key', listener)</code> where <code>key</code> is the key of
the animation. For example, if you had an animation with the key 'explode' you should listen for <code>animationupdate-explode</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>animation</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.Animation.html">Phaser.Animations.Animation</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Animation that has updated on the Sprite.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>frame</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.AnimationFrame.html">Phaser.Animations.AnimationFrame</a></span>



            
            </td>

            

            

            <td class="description last"><p>The current Animation Frame of the Animation.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Sprite.html">Phaser.GameObjects.Sprite</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Game Object on which the animation updated.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_KEY_UPDATE_EVENT.js">src/animations/events/SPRITE_ANIMATION_KEY_UPDATE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_KEY_UPDATE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SPRITE_ANIMATION_REPEAT">SPRITE_ANIMATION_REPEAT</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sprite Animation Repeat Event.</p>
<p>This event is dispatched by a Sprite when an animation repeats playing on it.</p>
<p>Listen for it on the Sprite using <code>sprite.on('animationrepeat', listener)</code></p>
<p>This same event is dispatched for all animations. To listen for a specific animation, use the <code>SPRITE_ANIMATION_KEY_REPEAT</code> event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>animation</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.Animation.html">Phaser.Animations.Animation</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Animation that is repeating on the Sprite.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>frame</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.AnimationFrame.html">Phaser.Animations.AnimationFrame</a></span>



            
            </td>

            

            

            <td class="description last"><p>The current Animation Frame that the Animation started with.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>repeatCount</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The number of times the Animation has repeated so far.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Sprite.html">Phaser.GameObjects.Sprite</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Game Object on which the animation repeated playing.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_REPEAT_EVENT.js">src/animations/events/SPRITE_ANIMATION_REPEAT_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_REPEAT_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SPRITE_ANIMATION_RESTART">SPRITE_ANIMATION_RESTART</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sprite Animation Restart Event.</p>
<p>This event is dispatched by a Sprite when an animation restarts playing on it.</p>
<p>Listen for it on the Sprite using <code>sprite.on('animationrestart', listener)</code></p>
<p>This same event is dispatched for all animations. To listen for a specific animation, use the <code>SPRITE_ANIMATION_KEY_RESTART</code> event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>animation</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.Animation.html">Phaser.Animations.Animation</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Animation that was restarted on the Sprite.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>frame</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.AnimationFrame.html">Phaser.Animations.AnimationFrame</a></span>



            
            </td>

            

            

            <td class="description last"><p>The current Animation Frame that the Animation restarted with.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Sprite.html">Phaser.GameObjects.Sprite</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Game Object on which the animation restarted playing.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_RESTART_EVENT.js">src/animations/events/SPRITE_ANIMATION_RESTART_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_RESTART_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SPRITE_ANIMATION_START">SPRITE_ANIMATION_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sprite Animation Start Event.</p>
<p>This event is dispatched by a Sprite when an animation starts playing on it.</p>
<p>Listen for it on the Sprite using <code>sprite.on('animationstart', listener)</code></p>
<p>This same event is dispatched for all animations. To listen for a specific animation, use the <code>SPRITE_ANIMATION_KEY_START</code> event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>animation</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.Animation.html">Phaser.Animations.Animation</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Animation that was started on the Sprite.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>frame</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.AnimationFrame.html">Phaser.Animations.AnimationFrame</a></span>



            
            </td>

            

            

            <td class="description last"><p>The current Animation Frame that the Animation started with.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Sprite.html">Phaser.GameObjects.Sprite</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Game Object on which the animation started playing.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_START_EVENT.js">src/animations/events/SPRITE_ANIMATION_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SPRITE_ANIMATION_UPDATE">SPRITE_ANIMATION_UPDATE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sprite Animation Update Event.</p>
<p>This event is dispatched by a Sprite when an animation playing on it updates. This happens when the animation changes frame,
based on the animation frame rate and other factors like <code>timeScale</code> and <code>delay</code>.</p>
<p>Listen for it on the Sprite using <code>sprite.on('animationupdate', listener)</code></p>
<p>This same event is dispatched for all animations. To listen for a specific animation, use the <code>SPRITE_ANIMATION_KEY_UPDATE</code> event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>animation</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.Animation.html">Phaser.Animations.Animation</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Animation that has updated on the Sprite.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>frame</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Animations.AnimationFrame.html">Phaser.Animations.AnimationFrame</a></span>



            
            </td>

            

            

            <td class="description last"><p>The current Animation Frame of the Animation.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Sprite.html">Phaser.GameObjects.Sprite</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Game Object on which the animation updated.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_UPDATE_EVENT.js">src/animations/events/SPRITE_ANIMATION_UPDATE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/animations/events/SPRITE_ANIMATION_UPDATE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:ADD">ADD</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Cache Add Event.</p>
<p>This event is dispatched by any Cache that extends the BaseCache each time a new object is added to it.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>cache</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cache.BaseCache.html">Phaser.Cache.BaseCache</a></span>



            
            </td>

            

            

            <td class="description last"><p>The cache to which the object was added.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The key of the object added to the cache.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>object</code></td>
            

            <td class="type">
            
                
<span class="param-type">*</span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the object that was added to the cache.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cache/events/ADD_EVENT.js">src/cache/events/ADD_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cache/events/ADD_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:REMOVE">REMOVE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Cache Remove Event.</p>
<p>This event is dispatched by any Cache that extends the BaseCache each time an object is removed from it.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>cache</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cache.BaseCache.html">Phaser.Cache.BaseCache</a></span>



            
            </td>

            

            

            <td class="description last"><p>The cache from which the object was removed.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The key of the object removed from the cache.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>object</code></td>
            

            <td class="type">
            
                
<span class="param-type">*</span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the object that was removed from the cache.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cache/events/REMOVE_EVENT.js">src/cache/events/REMOVE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cache/events/REMOVE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DESTROY">DESTROY</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Destroy Camera Event.</p>
<p>This event is dispatched by a Camera instance when it is destroyed by the Camera Manager.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>camera</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.BaseCamera.html">Phaser.Cameras.Scene2D.BaseCamera</a></span>



            
            </td>

            

            

            <td class="description last"><p>The camera that was destroyed.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/DESTROY_EVENT.js">src/cameras/2d/events/DESTROY_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/DESTROY_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:FADE_IN_COMPLETE">FADE_IN_COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Camera Fade In Complete Event.</p>
<p>This event is dispatched by a Camera instance when the Fade In Effect completes.</p>
<p>Listen to it from a Camera instance using <code>Camera.on('camerafadeincomplete', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>camera</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Camera.html">Phaser.Cameras.Scene2D.Camera</a></span>



            
            </td>

            

            

            <td class="description last"><p>The camera that the effect began on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>effect</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Effects.Fade.html">Phaser.Cameras.Scene2D.Effects.Fade</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the effect instance.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.3.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/FADE_IN_COMPLETE_EVENT.js">src/cameras/2d/events/FADE_IN_COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/FADE_IN_COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:FADE_IN_START">FADE_IN_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Camera Fade In Start Event.</p>
<p>This event is dispatched by a Camera instance when the Fade In Effect starts.</p>
<p>Listen to it from a Camera instance using <code>Camera.on('camerafadeinstart', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>camera</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Camera.html">Phaser.Cameras.Scene2D.Camera</a></span>



            
            </td>

            

            

            <td class="description last"><p>The camera that the effect began on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>effect</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Effects.Fade.html">Phaser.Cameras.Scene2D.Effects.Fade</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the effect instance.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>duration</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The duration of the effect.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>red</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The red color channel value.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>green</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The green color channel value.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>blue</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The blue color channel value.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.3.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/FADE_IN_START_EVENT.js">src/cameras/2d/events/FADE_IN_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/FADE_IN_START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:FADE_OUT_COMPLETE">FADE_OUT_COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Camera Fade Out Complete Event.</p>
<p>This event is dispatched by a Camera instance when the Fade Out Effect completes.</p>
<p>Listen to it from a Camera instance using <code>Camera.on('camerafadeoutcomplete', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>camera</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Camera.html">Phaser.Cameras.Scene2D.Camera</a></span>



            
            </td>

            

            

            <td class="description last"><p>The camera that the effect began on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>effect</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Effects.Fade.html">Phaser.Cameras.Scene2D.Effects.Fade</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the effect instance.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.3.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/FADE_OUT_COMPLETE_EVENT.js">src/cameras/2d/events/FADE_OUT_COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/FADE_OUT_COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:FADE_OUT_START">FADE_OUT_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Camera Fade Out Start Event.</p>
<p>This event is dispatched by a Camera instance when the Fade Out Effect starts.</p>
<p>Listen to it from a Camera instance using <code>Camera.on('camerafadeoutstart', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>camera</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Camera.html">Phaser.Cameras.Scene2D.Camera</a></span>



            
            </td>

            

            

            <td class="description last"><p>The camera that the effect began on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>effect</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Effects.Fade.html">Phaser.Cameras.Scene2D.Effects.Fade</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the effect instance.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>duration</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The duration of the effect.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>red</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The red color channel value.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>green</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The green color channel value.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>blue</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The blue color channel value.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.3.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/FADE_OUT_START_EVENT.js">src/cameras/2d/events/FADE_OUT_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/FADE_OUT_START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:FLASH_COMPLETE">FLASH_COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Camera Flash Complete Event.</p>
<p>This event is dispatched by a Camera instance when the Flash Effect completes.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>camera</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Camera.html">Phaser.Cameras.Scene2D.Camera</a></span>



            
            </td>

            

            

            <td class="description last"><p>The camera that the effect began on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>effect</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Effects.Flash.html">Phaser.Cameras.Scene2D.Effects.Flash</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the effect instance.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.3.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/FLASH_COMPLETE_EVENT.js">src/cameras/2d/events/FLASH_COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/FLASH_COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:FLASH_START">FLASH_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Camera Flash Start Event.</p>
<p>This event is dispatched by a Camera instance when the Flash Effect starts.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>camera</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Camera.html">Phaser.Cameras.Scene2D.Camera</a></span>



            
            </td>

            

            

            <td class="description last"><p>The camera that the effect began on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>effect</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Effects.Flash.html">Phaser.Cameras.Scene2D.Effects.Flash</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the effect instance.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>duration</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The duration of the effect.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>red</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The red color channel value.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>green</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The green color channel value.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>blue</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The blue color channel value.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.3.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/FLASH_START_EVENT.js">src/cameras/2d/events/FLASH_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/FLASH_START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PAN_COMPLETE">PAN_COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Camera Pan Complete Event.</p>
<p>This event is dispatched by a Camera instance when the Pan Effect completes.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>camera</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Camera.html">Phaser.Cameras.Scene2D.Camera</a></span>



            
            </td>

            

            

            <td class="description last"><p>The camera that the effect began on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>effect</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Effects.Pan.html">Phaser.Cameras.Scene2D.Effects.Pan</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the effect instance.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.3.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/PAN_COMPLETE_EVENT.js">src/cameras/2d/events/PAN_COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/PAN_COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PAN_START">PAN_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Camera Pan Start Event.</p>
<p>This event is dispatched by a Camera instance when the Pan Effect starts.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>camera</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Camera.html">Phaser.Cameras.Scene2D.Camera</a></span>



            
            </td>

            

            

            <td class="description last"><p>The camera that the effect began on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>effect</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Effects.Pan.html">Phaser.Cameras.Scene2D.Effects.Pan</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the effect instance.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>duration</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The duration of the effect.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>x</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The destination scroll x coordinate.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>y</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The destination scroll y coordinate.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.3.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/PAN_START_EVENT.js">src/cameras/2d/events/PAN_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/PAN_START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:POST_RENDER">POST_RENDER</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Camera Post-Render Event.</p>
<p>This event is dispatched by a Camera instance after is has finished rendering.
It is only dispatched if the Camera is rendering to a texture.</p>
<p>Listen to it from a Camera instance using: <code>camera.on('postrender', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>camera</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.BaseCamera.html">Phaser.Cameras.Scene2D.BaseCamera</a></span>



            
            </td>

            

            

            <td class="description last"><p>The camera that has finished rendering to a texture.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/POST_RENDER_EVENT.js">src/cameras/2d/events/POST_RENDER_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/POST_RENDER_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PRE_RENDER">PRE_RENDER</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Camera Pre-Render Event.</p>
<p>This event is dispatched by a Camera instance when it is about to render.
It is only dispatched if the Camera is rendering to a texture.</p>
<p>Listen to it from a Camera instance using: <code>camera.on('prerender', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>camera</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.BaseCamera.html">Phaser.Cameras.Scene2D.BaseCamera</a></span>



            
            </td>

            

            

            <td class="description last"><p>The camera that is about to render to a texture.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/PRE_RENDER_EVENT.js">src/cameras/2d/events/PRE_RENDER_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/PRE_RENDER_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:ROTATE_COMPLETE">ROTATE_COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Camera Rotate Complete Event.</p>
<p>This event is dispatched by a Camera instance when the Rotate Effect completes.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>camera</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Camera.html">Phaser.Cameras.Scene2D.Camera</a></span>



            
            </td>

            

            

            <td class="description last"><p>The camera that the effect began on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>effect</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Effects.RotateTo.html">Phaser.Cameras.Scene2D.Effects.RotateTo</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the effect instance.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.23.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/ROTATE_COMPLETE_EVENT.js">src/cameras/2d/events/ROTATE_COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/ROTATE_COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:ROTATE_START">ROTATE_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Camera Rotate Start Event.</p>
<p>This event is dispatched by a Camera instance when the Rotate Effect starts.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>camera</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Camera.html">Phaser.Cameras.Scene2D.Camera</a></span>



            
            </td>

            

            

            <td class="description last"><p>The camera that the effect began on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>effect</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Effects.RotateTo.html">Phaser.Cameras.Scene2D.Effects.RotateTo</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the effect instance.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>duration</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The duration of the effect.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>destination</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The destination value.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.23.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/ROTATE_START_EVENT.js">src/cameras/2d/events/ROTATE_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/ROTATE_START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SHAKE_COMPLETE">SHAKE_COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Camera Shake Complete Event.</p>
<p>This event is dispatched by a Camera instance when the Shake Effect completes.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>camera</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Camera.html">Phaser.Cameras.Scene2D.Camera</a></span>



            
            </td>

            

            

            <td class="description last"><p>The camera that the effect began on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>effect</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Effects.Shake.html">Phaser.Cameras.Scene2D.Effects.Shake</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the effect instance.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.3.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/SHAKE_COMPLETE_EVENT.js">src/cameras/2d/events/SHAKE_COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/SHAKE_COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SHAKE_START">SHAKE_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Camera Shake Start Event.</p>
<p>This event is dispatched by a Camera instance when the Shake Effect starts.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>camera</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Camera.html">Phaser.Cameras.Scene2D.Camera</a></span>



            
            </td>

            

            

            <td class="description last"><p>The camera that the effect began on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>effect</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Effects.Shake.html">Phaser.Cameras.Scene2D.Effects.Shake</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the effect instance.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>duration</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The duration of the effect.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>intensity</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The intensity of the effect.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.3.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/SHAKE_START_EVENT.js">src/cameras/2d/events/SHAKE_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/SHAKE_START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:ZOOM_COMPLETE">ZOOM_COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Camera Zoom Complete Event.</p>
<p>This event is dispatched by a Camera instance when the Zoom Effect completes.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>camera</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Camera.html">Phaser.Cameras.Scene2D.Camera</a></span>



            
            </td>

            

            

            <td class="description last"><p>The camera that the effect began on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>effect</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Effects.Zoom.html">Phaser.Cameras.Scene2D.Effects.Zoom</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the effect instance.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.3.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/ZOOM_COMPLETE_EVENT.js">src/cameras/2d/events/ZOOM_COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/ZOOM_COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:ZOOM_START">ZOOM_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Camera Zoom Start Event.</p>
<p>This event is dispatched by a Camera instance when the Zoom Effect starts.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>camera</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Camera.html">Phaser.Cameras.Scene2D.Camera</a></span>



            
            </td>

            

            

            <td class="description last"><p>The camera that the effect began on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>effect</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Cameras.Scene2D.Effects.Zoom.html">Phaser.Cameras.Scene2D.Effects.Zoom</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the effect instance.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>duration</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The duration of the effect.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>zoom</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The destination zoom value.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.3.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/ZOOM_START_EVENT.js">src/cameras/2d/events/ZOOM_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/cameras/2d/events/ZOOM_START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:BLUR">BLUR</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Blur Event.</p>
<p>This event is dispatched by the Game Visibility Handler when the window in which the Game instance is embedded
enters a blurred state. The blur event is raised when the window loses focus. This can happen if a user swaps
tab, or if they simply remove focus from the browser to another app.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/BLUR_EVENT.js">src/core/events/BLUR_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/BLUR_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:BOOT">BOOT</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Boot Event.</p>
<p>This event is dispatched when the Phaser Game instance has finished booting, but before it is ready to start running.
The global systems use this event to know when to set themselves up, dispatching their own <code>ready</code> events as required.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/BOOT_EVENT.js">src/core/events/BOOT_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/BOOT_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    
    <h5>Listeners of This Event:</h5>
    <ul>
        <li><a href="Phaser.Scale.ScaleManager.html#preBoot">Phaser.Scale.ScaleManager#preBoot</a></li>
    </ul>
    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:CONTEXT_LOST">CONTEXT_LOST</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Context Lost Event.</p>
<p>This event is dispatched by the Game if the WebGL Renderer it is using encounters a WebGL Context Lost event from the browser.</p>
<p>The partner event is <code>CONTEXT_RESTORED</code>.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.19.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/CONTEXT_LOST_EVENT.js">src/core/events/CONTEXT_LOST_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/CONTEXT_LOST_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:CONTEXT_RESTORED">CONTEXT_RESTORED</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Context Restored Event.</p>
<p>This event is dispatched by the Game if the WebGL Renderer it is using encounters a WebGL Context Restored event from the browser.</p>
<p>The partner event is <code>CONTEXT_LOST</code>.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.19.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/CONTEXT_RESTORED_EVENT.js">src/core/events/CONTEXT_RESTORED_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/CONTEXT_RESTORED_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DESTROY">DESTROY</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Destroy Event.</p>
<p>This event is dispatched when the game instance has been told to destroy itself.
Lots of internal systems listen to this event in order to clear themselves out.
Custom plugins and game code should also do the same.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/DESTROY_EVENT.js">src/core/events/DESTROY_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/DESTROY_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    
    <h5>Listeners of This Event:</h5>
    <ul>
        <li><a href="Phaser.Animations.AnimationManager.html#boot">Phaser.Animations.AnimationManager#boot</a></li>
    </ul>
    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:FOCUS">FOCUS</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Focus Event.</p>
<p>This event is dispatched by the Game Visibility Handler when the window in which the Game instance is embedded
enters a focused state. The focus event is raised when the window re-gains focus, having previously lost it.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/FOCUS_EVENT.js">src/core/events/FOCUS_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/FOCUS_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:HIDDEN">HIDDEN</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Hidden Event.</p>
<p>This event is dispatched by the Game Visibility Handler when the document in which the Game instance is embedded
enters a hidden state. Only browsers that support the Visibility API will cause this event to be emitted.</p>
<p>In most modern browsers, when the document enters a hidden state, the Request Animation Frame and setTimeout, which
control the main game loop, will automatically pause. There is no way to stop this from happening. It is something
your game should account for in its own code, should the pause be an issue (i.e. for multiplayer games)</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/HIDDEN_EVENT.js">src/core/events/HIDDEN_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/HIDDEN_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PAUSE">PAUSE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Pause Event.</p>
<p>This event is dispatched when the Game loop enters a paused state, usually as a result of the Visibility Handler.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/PAUSE_EVENT.js">src/core/events/PAUSE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/PAUSE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:POST_RENDER">POST_RENDER</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Post-Render Event.</p>
<p>This event is dispatched right at the end of the render process.</p>
<p>Every Scene will have rendered and been drawn to the canvas by the time this event is fired.
Use it for any last minute post-processing before the next game step begins.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>renderer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Renderer.Canvas.CanvasRenderer.html">Phaser.Renderer.Canvas.CanvasRenderer</a></span>
|

<span class="param-type"><a href="Phaser.Renderer.WebGL.WebGLRenderer.html">Phaser.Renderer.WebGL.WebGLRenderer</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the current renderer being used by the Game instance.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/POST_RENDER_EVENT.js">src/core/events/POST_RENDER_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/POST_RENDER_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:POST_STEP">POST_STEP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Post-Step Event.</p>
<p>This event is dispatched after the Scene Manager has updated.
Hook into it from plugins or systems that need to do things before the render starts.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>time</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>delta</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/POST_STEP_EVENT.js">src/core/events/POST_STEP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/POST_STEP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PRE_RENDER">PRE_RENDER</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Pre-Render Event.</p>
<p>This event is dispatched immediately before any of the Scenes have started to render.</p>
<p>The renderer will already have been initialized this frame, clearing itself and preparing to receive the Scenes for rendering, but it won't have actually drawn anything yet.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>renderer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Renderer.Canvas.CanvasRenderer.html">Phaser.Renderer.Canvas.CanvasRenderer</a></span>
|

<span class="param-type"><a href="Phaser.Renderer.WebGL.WebGLRenderer.html">Phaser.Renderer.WebGL.WebGLRenderer</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the current renderer being used by the Game instance.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/PRE_RENDER_EVENT.js">src/core/events/PRE_RENDER_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/PRE_RENDER_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PRE_STEP">PRE_STEP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Pre-Step Event.</p>
<p>This event is dispatched before the main Game Step starts. By this point in the game cycle none of the Scene updates have yet happened.
Hook into it from plugins or systems that need to update before the Scene Manager does.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>time</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>delta</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/PRE_STEP_EVENT.js">src/core/events/PRE_STEP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/PRE_STEP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:READY">READY</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Ready Event.</p>
<p>This event is dispatched when the Phaser Game instance has finished booting, the Texture Manager is fully ready,
and all local systems are now able to start.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/READY_EVENT.js">src/core/events/READY_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/READY_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:RESUME">RESUME</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Resume Event.</p>
<p>This event is dispatched when the game loop leaves a paused state and resumes running.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/RESUME_EVENT.js">src/core/events/RESUME_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/RESUME_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:STEP">STEP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Step Event.</p>
<p>This event is dispatched after the Game Pre-Step and before the Scene Manager steps.
Hook into it from plugins or systems that need to update before the Scene Manager does, but after the core Systems have.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>time</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>delta</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/STEP_EVENT.js">src/core/events/STEP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/STEP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:VISIBLE">VISIBLE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Visible Event.</p>
<p>This event is dispatched by the Game Visibility Handler when the document in which the Game instance is embedded
enters a visible state, previously having been hidden.</p>
<p>Only browsers that support the Visibility API will cause this event to be emitted.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/VISIBLE_EVENT.js">src/core/events/VISIBLE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/core/events/VISIBLE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:CHANGE_DATA">CHANGE_DATA</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Change Data Event.</p>
<p>This event is dispatched by a Data Manager when an item in the data store is changed.</p>
<p>Game Objects with data enabled have an instance of a Data Manager under the <code>data</code> property. So, to listen for
a change data event from a Game Object you would use: <code>sprite.data.on('changedata', listener)</code>.</p>
<p>This event is dispatched for all items that change in the Data Manager.
To listen for the change of a specific item, use the <code>CHANGE_DATA_KEY_EVENT</code> event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>parent</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the object that the Data Manager responsible for this event belongs to.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The unique key of the data item within the Data Manager.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>value</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            

            

            <td class="description last"><p>The new value of the item in the Data Manager.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>previousValue</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            

            

            <td class="description last"><p>The previous value of the item in the Data Manager.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/data/events/CHANGE_DATA_EVENT.js">src/data/events/CHANGE_DATA_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/data/events/CHANGE_DATA_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:CHANGE_DATA_KEY">CHANGE_DATA_KEY</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Change Data Key Event.</p>
<p>This event is dispatched by a Data Manager when an item in the data store is changed.</p>
<p>Game Objects with data enabled have an instance of a Data Manager under the <code>data</code> property. So, to listen for
the change of a specific data item from a Game Object you would use: <code>sprite.data.on('changedata-key', listener)</code>,
where <code>key</code> is the unique string key of the data item. For example, if you have a data item stored called <code>gold</code>
then you can listen for <code>sprite.data.on('changedata-gold')</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>parent</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the object that owns the instance of the Data Manager responsible for this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>value</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            

            

            <td class="description last"><p>The item that was updated in the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>previousValue</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            

            

            <td class="description last"><p>The previous item that was updated in the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/data/events/CHANGE_DATA_KEY_EVENT.js">src/data/events/CHANGE_DATA_KEY_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/data/events/CHANGE_DATA_KEY_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:REMOVE_DATA">REMOVE_DATA</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Remove Data Event.</p>
<p>This event is dispatched by a Data Manager when an item is removed from it.</p>
<p>Game Objects with data enabled have an instance of a Data Manager under the <code>data</code> property. So, to listen for
the removal of a data item on a Game Object you would use: <code>sprite.data.on('removedata', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>parent</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the object that owns the instance of the Data Manager responsible for this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The unique key of the data item within the Data Manager.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>data</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            

            

            <td class="description last"><p>The item that was removed from the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/data/events/REMOVE_DATA_EVENT.js">src/data/events/REMOVE_DATA_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/data/events/REMOVE_DATA_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SET_DATA">SET_DATA</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Set Data Event.</p>
<p>This event is dispatched by a Data Manager when a new item is added to the data store.</p>
<p>Game Objects with data enabled have an instance of a Data Manager under the <code>data</code> property. So, to listen for
the addition of a new data item on a Game Object you would use: <code>sprite.data.on('setdata', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>parent</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the object that owns the instance of the Data Manager responsible for this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The unique key of the data item within the Data Manager.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>data</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            

            

            <td class="description last"><p>The item that was added to the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/data/events/SET_DATA_EVENT.js">src/data/events/SET_DATA_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/data/events/SET_DATA_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DESTROY">DESTROY</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Destroy Event.</p>
<p>This event is dispatched when a Game Object instance is being destroyed.</p>
<p>Listen for it on a Game Object instance using <code>GameObject.on('destroy', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Game Object which is being destroyed.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/DESTROY_EVENT.js">src/gameobjects/events/DESTROY_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/DESTROY_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:VIDEO_COMPLETE">VIDEO_COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Video Game Object Complete Event.</p>
<p>This event is dispatched when a Video finishes playback by reaching the end of its duration. It
is also dispatched if a video marker sequence is being played and reaches the end.</p>
<p>Note that not all videos can fire this event. Live streams, for example, have no fixed duration,
so never technically 'complete'.</p>
<p>If a video is stopped from playback, via the <code>Video.stop</code> method, it will emit the
<code>VIDEO_STOP</code> event instead of this one.</p>
<p>Listen for it from a Video Game Object instance using <code>Video.on('complete', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>video</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Video.html">Phaser.GameObjects.Video</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Video Game Object which completed playback.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.20.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_COMPLETE_EVENT.js">src/gameobjects/events/VIDEO_COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:VIDEO_CREATED">VIDEO_CREATED</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Video Game Object Created Event.</p>
<p>This event is dispatched when the texture for a Video has been created. This happens
when enough of the video source has been loaded that the browser is able to render a
frame from it.</p>
<p>Listen for it from a Video Game Object instance using <code>Video.on('created', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>video</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Video.html">Phaser.GameObjects.Video</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Video Game Object which raised the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>width</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The width of the video.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>height</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The height of the video.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.20.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_CREATED_EVENT.js">src/gameobjects/events/VIDEO_CREATED_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_CREATED_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:VIDEO_ERROR">VIDEO_ERROR</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Video Game Object Error Event.</p>
<p>This event is dispatched when a Video tries to play a source that does not exist, or is the wrong file type.</p>
<p>Listen for it from a Video Game Object instance using <code>Video.on('error', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>video</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Video.html">Phaser.GameObjects.Video</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Video Game Object which threw the error.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type">Event</span>



            
            </td>

            

            

            <td class="description last"><p>The native DOM event the browser raised during playback.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.20.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_ERROR_EVENT.js">src/gameobjects/events/VIDEO_ERROR_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_ERROR_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:VIDEO_LOOP">VIDEO_LOOP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Video Game Object Loop Event.</p>
<p>This event is dispatched when a Video that is currently playing has looped. This only
happens if the <code>loop</code> parameter was specified, or the <code>setLoop</code> method was called,
and if the video has a fixed duration. Video streams, for example, cannot loop, as
they have no duration.</p>
<p>Looping is based on the result of the Video <code>timeupdate</code> event. This event is not
frame-accurate, due to the way browsers work, so please do not rely on this loop
event to be time or frame precise.</p>
<p>Listen for it from a Video Game Object instance using <code>Video.on('loop', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>video</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Video.html">Phaser.GameObjects.Video</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Video Game Object which has looped.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.20.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_LOOP_EVENT.js">src/gameobjects/events/VIDEO_LOOP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_LOOP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:VIDEO_PLAY">VIDEO_PLAY</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Video Game Object Play Event.</p>
<p>This event is dispatched when a Video begins playback. For videos that do not require
interaction unlocking, this is usually as soon as the <code>Video.play</code> method is called.
However, for videos that require unlocking, it is fired once playback begins after
they've been unlocked.</p>
<p>Listen for it from a Video Game Object instance using <code>Video.on('play', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>video</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Video.html">Phaser.GameObjects.Video</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Video Game Object which started playback.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.20.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_PLAY_EVENT.js">src/gameobjects/events/VIDEO_PLAY_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_PLAY_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:VIDEO_SEEKED">VIDEO_SEEKED</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Video Game Object Seeked Event.</p>
<p>This event is dispatched when a Video completes seeking to a new point in its timeline.</p>
<p>Listen for it from a Video Game Object instance using <code>Video.on('seeked', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>video</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Video.html">Phaser.GameObjects.Video</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Video Game Object which completed seeking.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.20.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_SEEKED_EVENT.js">src/gameobjects/events/VIDEO_SEEKED_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_SEEKED_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:VIDEO_SEEKING">VIDEO_SEEKING</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Video Game Object Seeking Event.</p>
<p>This event is dispatched when a Video <em>begins</em> seeking to a new point in its timeline.
When the seek is complete, it will dispatch the <code>VIDEO_SEEKED</code> event to conclude.</p>
<p>Listen for it from a Video Game Object instance using <code>Video.on('seeking', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>video</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Video.html">Phaser.GameObjects.Video</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Video Game Object which started seeking.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.20.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_SEEKING_EVENT.js">src/gameobjects/events/VIDEO_SEEKING_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_SEEKING_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:VIDEO_STOP">VIDEO_STOP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Video Game Object Stopped Event.</p>
<p>This event is dispatched when a Video is stopped from playback via a call to the <code>Video.stop</code> method,
either directly via game code, or indirectly as the result of changing a video source or destroying it.</p>
<p>Listen for it from a Video Game Object instance using <code>Video.on('stop', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>video</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Video.html">Phaser.GameObjects.Video</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Video Game Object which stopped playback.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.20.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_STOP_EVENT.js">src/gameobjects/events/VIDEO_STOP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_STOP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:VIDEO_TIMEOUT">VIDEO_TIMEOUT</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Video Game Object Timeout Event.</p>
<p>This event is dispatched when a Video has exhausted its allocated time while trying to connect to a video
source to start playback.</p>
<p>Listen for it from a Video Game Object instance using <code>Video.on('timeout', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>video</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Video.html">Phaser.GameObjects.Video</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Video Game Object which timed out.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.20.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_TIMEOUT_EVENT.js">src/gameobjects/events/VIDEO_TIMEOUT_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_TIMEOUT_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:VIDEO_UNLOCKED">VIDEO_UNLOCKED</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Video Game Object Unlocked Event.</p>
<p>This event is dispatched when a Video that was prevented from playback due to the browsers
Media Engagement Interaction policy, is unlocked by a user gesture.</p>
<p>Listen for it from a Video Game Object instance using <code>Video.on('unlocked', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>video</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.Video.html">Phaser.GameObjects.Video</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Video Game Object which raised the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.20.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_UNLOCKED_EVENT.js">src/gameobjects/events/VIDEO_UNLOCKED_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/gameobjects/events/VIDEO_UNLOCKED_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:BOOT">BOOT</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Input Plugin Boot Event.</p>
<p>This internal event is dispatched by the Input Plugin when it boots, signalling to all of its systems to create themselves.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/BOOT_EVENT.js">src/input/events/BOOT_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/BOOT_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DESTROY">DESTROY</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Input Plugin Destroy Event.</p>
<p>This internal event is dispatched by the Input Plugin when it is destroyed, signalling to all of its systems to destroy themselves.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/DESTROY_EVENT.js">src/input/events/DESTROY_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/DESTROY_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DRAG">DRAG</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Pointer Drag Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer moves while dragging a Game Object.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('drag', listener)</code>.</p>
<p>A Pointer can only drag a single Game Object at once.</p>
<p>To listen for this event from a <em>specific</em> Game Object, use the <a href="Phaser.Input.Events.html#event:GAMEOBJECT_DRAG"><code>GAMEOBJECT_DRAG</code></a> event instead.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The interactive Game Object that this pointer is dragging.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>dragX</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The x coordinate where the Pointer is currently dragging the Game Object, in world space.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>dragY</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The y coordinate where the Pointer is currently dragging the Game Object, in world space.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/DRAG_EVENT.js">src/input/events/DRAG_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/DRAG_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DRAG_END">DRAG_END</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Pointer Drag End Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer stops dragging a Game Object.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('dragend', listener)</code>.</p>
<p>To listen for this event from a <em>specific</em> Game Object, use the <a href="Phaser.Input.Events.html#event:GAMEOBJECT_DRAG_END"><code>GAMEOBJECT_DRAG_END</code></a> event instead.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The interactive Game Object that this pointer stopped dragging.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/DRAG_END_EVENT.js">src/input/events/DRAG_END_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/DRAG_END_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DRAG_ENTER">DRAG_ENTER</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Pointer Drag Enter Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer drags a Game Object into a Drag Target.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('dragenter', listener)</code>.</p>
<p>A Pointer can only drag a single Game Object at once.</p>
<p>To listen for this event from a <em>specific</em> Game Object, use the <a href="Phaser.Input.Events.html#event:GAMEOBJECT_DRAG_ENTER"><code>GAMEOBJECT_DRAG_ENTER</code></a> event instead.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The interactive Game Object that this pointer is dragging.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>target</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The drag target that this pointer has moved into.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/DRAG_ENTER_EVENT.js">src/input/events/DRAG_ENTER_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/DRAG_ENTER_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DRAG_LEAVE">DRAG_LEAVE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Pointer Drag Leave Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer drags a Game Object out of a Drag Target.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('dragleave', listener)</code>.</p>
<p>A Pointer can only drag a single Game Object at once.</p>
<p>To listen for this event from a <em>specific</em> Game Object, use the <a href="Phaser.Input.Events.html#event:GAMEOBJECT_DRAG_LEAVE"><code>GAMEOBJECT_DRAG_LEAVE</code></a> event instead.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The interactive Game Object that this pointer is dragging.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>target</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The drag target that this pointer has left.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/DRAG_LEAVE_EVENT.js">src/input/events/DRAG_LEAVE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/DRAG_LEAVE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DRAG_OVER">DRAG_OVER</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Pointer Drag Over Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer drags a Game Object over a Drag Target.</p>
<p>When the Game Object first enters the drag target it will emit a <code>dragenter</code> event. If it then moves while within
the drag target, it will emit this event instead.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('dragover', listener)</code>.</p>
<p>A Pointer can only drag a single Game Object at once.</p>
<p>To listen for this event from a <em>specific</em> Game Object, use the <a href="Phaser.Input.Events.html#event:GAMEOBJECT_DRAG_OVER"><code>GAMEOBJECT_DRAG_OVER</code></a> event instead.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The interactive Game Object that this pointer is dragging.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>target</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The drag target that this pointer has moved over.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/DRAG_OVER_EVENT.js">src/input/events/DRAG_OVER_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/DRAG_OVER_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DRAG_START">DRAG_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Pointer Drag Start Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer starts to drag any Game Object.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('dragstart', listener)</code>.</p>
<p>A Pointer can only drag a single Game Object at once.</p>
<p>To listen for this event from a <em>specific</em> Game Object, use the <a href="Phaser.Input.Events.html#event:GAMEOBJECT_DRAG_START"><code>GAMEOBJECT_DRAG_START</code></a> event instead.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The interactive Game Object that this pointer is dragging.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/DRAG_START_EVENT.js">src/input/events/DRAG_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/DRAG_START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DROP">DROP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Pointer Drop Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer drops a Game Object on a Drag Target.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('drop', listener)</code>.</p>
<p>To listen for this event from a <em>specific</em> Game Object, use the <a href="Phaser.Input.Events.html#event:GAMEOBJECT_DROP"><code>GAMEOBJECT_DROP</code></a> event instead.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The interactive Game Object that this pointer was dragging.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>target</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Drag Target the <code>gameObject</code> has been dropped on.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/DROP_EVENT.js">src/input/events/DROP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/DROP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAME_OUT">GAME_OUT</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Input Plugin Game Out Event.</p>
<p>This event is dispatched by the Input Plugin if the active pointer leaves the game canvas and is now
outside of it, elsewhere on the web page.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('gameout', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>time</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type">MouseEvent</span>
|

<span class="param-type">TouchEvent</span>



            
            </td>

            

            

            <td class="description last"><p>The DOM Event that triggered the canvas out.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAME_OUT_EVENT.js">src/input/events/GAME_OUT_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAME_OUT_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAME_OVER">GAME_OVER</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Input Plugin Game Over Event.</p>
<p>This event is dispatched by the Input Plugin if the active pointer enters the game canvas and is now
over of it, having previously been elsewhere on the web page.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('gameover', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>time</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type">MouseEvent</span>
|

<span class="param-type">TouchEvent</span>



            
            </td>

            

            

            <td class="description last"><p>The DOM Event that triggered the canvas over.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAME_OVER_EVENT.js">src/input/events/GAME_OVER_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAME_OVER_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_DOWN">GAMEOBJECT_DOWN</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Down Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer is pressed down on <em>any</em> interactive Game Object.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('gameobjectdown', listener)</code>.</p>
<p>To receive this event, the Game Objects must have been set as interactive.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
<p>To listen for this event from a <em>specific</em> Game Object, use the <a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_DOWN"><code>GAMEOBJECT_POINTER_DOWN</code></a> event instead.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_DOWN"><code>GAMEOBJECT_POINTER_DOWN</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_DOWN"><code>GAMEOBJECT_DOWN</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_DOWN"><code>POINTER_DOWN</code></a> or <a href="Phaser.Input.Events.html#event:POINTER_DOWN_OUTSIDE"><code>POINTER_DOWN_OUTSIDE</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Game Object the pointer was pressed down on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Types.Input.html#.EventData">Phaser.Types.Input.EventData</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Phaser input event. You can call <code>stopPropagation()</code> to halt it from going any further in the event flow.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_DOWN_EVENT.js">src/input/events/GAMEOBJECT_DOWN_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_DOWN_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_DRAG">GAMEOBJECT_DRAG</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Drag Event.</p>
<p>This event is dispatched by an interactive Game Object if a pointer moves while dragging it.</p>
<p>Listen to this event from a Game Object using: <code>gameObject.on('drag', listener)</code>.
Note that the scope of the listener is automatically set to be the Game Object instance itself.</p>
<p>To receive this event, the Game Object must have been set as interactive and enabled for drag.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>dragX</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The x coordinate where the Pointer is currently dragging the Game Object, in world space.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>dragY</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The y coordinate where the Pointer is currently dragging the Game Object, in world space.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_DRAG_EVENT.js">src/input/events/GAMEOBJECT_DRAG_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_DRAG_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_DRAG_END">GAMEOBJECT_DRAG_END</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Drag End Event.</p>
<p>This event is dispatched by an interactive Game Object if a pointer stops dragging it.</p>
<p>Listen to this event from a Game Object using: <code>gameObject.on('dragend', listener)</code>.
Note that the scope of the listener is automatically set to be the Game Object instance itself.</p>
<p>To receive this event, the Game Object must have been set as interactive and enabled for drag.
See <a href="Phaser.GameObjects.GameObject#setInteractive">GameObject.setInteractive</a> for more details.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>dragX</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The x coordinate where the Pointer stopped dragging the Game Object, in world space.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>dragY</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The y coordinate where the Pointer stopped dragging the Game Object, in world space.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_DRAG_END_EVENT.js">src/input/events/GAMEOBJECT_DRAG_END_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_DRAG_END_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_DRAG_ENTER">GAMEOBJECT_DRAG_ENTER</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Drag Enter Event.</p>
<p>This event is dispatched by an interactive Game Object if a pointer drags it into a drag target.</p>
<p>Listen to this event from a Game Object using: <code>gameObject.on('dragenter', listener)</code>.
Note that the scope of the listener is automatically set to be the Game Object instance itself.</p>
<p>To receive this event, the Game Object must have been set as interactive and enabled for drag.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>target</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The drag target that this pointer has moved into.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_DRAG_ENTER_EVENT.js">src/input/events/GAMEOBJECT_DRAG_ENTER_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_DRAG_ENTER_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_DRAG_LEAVE">GAMEOBJECT_DRAG_LEAVE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Drag Leave Event.</p>
<p>This event is dispatched by an interactive Game Object if a pointer drags it out of a drag target.</p>
<p>Listen to this event from a Game Object using: <code>gameObject.on('dragleave', listener)</code>.
Note that the scope of the listener is automatically set to be the Game Object instance itself.</p>
<p>To receive this event, the Game Object must have been set as interactive and enabled for drag.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>target</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The drag target that this pointer has left.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_DRAG_LEAVE_EVENT.js">src/input/events/GAMEOBJECT_DRAG_LEAVE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_DRAG_LEAVE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_DRAG_OVER">GAMEOBJECT_DRAG_OVER</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Drag Over Event.</p>
<p>This event is dispatched by an interactive Game Object if a pointer drags it over a drag target.</p>
<p>When the Game Object first enters the drag target it will emit a <code>dragenter</code> event. If it then moves while within
the drag target, it will emit this event instead.</p>
<p>Listen to this event from a Game Object using: <code>gameObject.on('dragover', listener)</code>.
Note that the scope of the listener is automatically set to be the Game Object instance itself.</p>
<p>To receive this event, the Game Object must have been set as interactive and enabled for drag.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>target</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The drag target that this pointer has moved over.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_DRAG_OVER_EVENT.js">src/input/events/GAMEOBJECT_DRAG_OVER_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_DRAG_OVER_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_DRAG_START">GAMEOBJECT_DRAG_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Drag Start Event.</p>
<p>This event is dispatched by an interactive Game Object if a pointer starts to drag it.</p>
<p>Listen to this event from a Game Object using: <code>gameObject.on('dragstart', listener)</code>.
Note that the scope of the listener is automatically set to be the Game Object instance itself.</p>
<p>To receive this event, the Game Object must have been set as interactive and enabled for drag.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
<p>There are lots of useful drag related properties that are set within the Game Object when dragging occurs.
For example, <code>gameObject.input.dragStartX</code>, <code>dragStartY</code> and so on.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>dragX</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The x coordinate where the Pointer is currently dragging the Game Object, in world space.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>dragY</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The y coordinate where the Pointer is currently dragging the Game Object, in world space.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_DRAG_START_EVENT.js">src/input/events/GAMEOBJECT_DRAG_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_DRAG_START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_DROP">GAMEOBJECT_DROP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Drop Event.</p>
<p>This event is dispatched by an interactive Game Object if a pointer drops it on a Drag Target.</p>
<p>Listen to this event from a Game Object using: <code>gameObject.on('drop', listener)</code>.
Note that the scope of the listener is automatically set to be the Game Object instance itself.</p>
<p>To receive this event, the Game Object must have been set as interactive and enabled for drag.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>target</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Drag Target the <code>gameObject</code> has been dropped on.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_DROP_EVENT.js">src/input/events/GAMEOBJECT_DROP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_DROP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_MOVE">GAMEOBJECT_MOVE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Move Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer is moved across <em>any</em> interactive Game Object.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('gameobjectmove', listener)</code>.</p>
<p>To receive this event, the Game Objects must have been set as interactive.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
<p>To listen for this event from a <em>specific</em> Game Object, use the <a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_MOVE"><code>GAMEOBJECT_POINTER_MOVE</code></a> event instead.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_MOVE"><code>GAMEOBJECT_POINTER_MOVE</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_MOVE"><code>GAMEOBJECT_MOVE</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_MOVE"><code>POINTER_MOVE</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Game Object the pointer was moved on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Types.Input.html#.EventData">Phaser.Types.Input.EventData</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Phaser input event. You can call <code>stopPropagation()</code> to halt it from going any further in the event flow.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_MOVE_EVENT.js">src/input/events/GAMEOBJECT_MOVE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_MOVE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_OUT">GAMEOBJECT_OUT</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Out Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer moves out of <em>any</em> interactive Game Object.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('gameobjectout', listener)</code>.</p>
<p>To receive this event, the Game Objects must have been set as interactive.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
<p>To listen for this event from a <em>specific</em> Game Object, use the <a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_OUT"><code>GAMEOBJECT_POINTER_OUT</code></a> event instead.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_OUT"><code>GAMEOBJECT_POINTER_OUT</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_OUT"><code>GAMEOBJECT_OUT</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_OUT"><code>POINTER_OUT</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Game Object the pointer moved out of.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Types.Input.html#.EventData">Phaser.Types.Input.EventData</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Phaser input event. You can call <code>stopPropagation()</code> to halt it from going any further in the event flow.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_OUT_EVENT.js">src/input/events/GAMEOBJECT_OUT_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_OUT_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_OVER">GAMEOBJECT_OVER</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Over Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer moves over <em>any</em> interactive Game Object.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('gameobjectover', listener)</code>.</p>
<p>To receive this event, the Game Objects must have been set as interactive.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
<p>To listen for this event from a <em>specific</em> Game Object, use the <a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_OVER"><code>GAMEOBJECT_POINTER_OVER</code></a> event instead.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_OVER"><code>GAMEOBJECT_POINTER_OVER</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_OVER"><code>GAMEOBJECT_OVER</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_OVER"><code>POINTER_OVER</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Game Object the pointer moved over.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Types.Input.html#.EventData">Phaser.Types.Input.EventData</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Phaser input event. You can call <code>stopPropagation()</code> to halt it from going any further in the event flow.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_OVER_EVENT.js">src/input/events/GAMEOBJECT_OVER_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_OVER_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_POINTER_DOWN">GAMEOBJECT_POINTER_DOWN</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Pointer Down Event.</p>
<p>This event is dispatched by an interactive Game Object if a pointer is pressed down on it.</p>
<p>Listen to this event from a Game Object using: <code>gameObject.on('pointerdown', listener)</code>.
Note that the scope of the listener is automatically set to be the Game Object instance itself.</p>
<p>To receive this event, the Game Object must have been set as interactive.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_DOWN"><code>GAMEOBJECT_POINTER_DOWN</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_DOWN"><code>GAMEOBJECT_DOWN</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_DOWN"><code>POINTER_DOWN</code></a> or <a href="Phaser.Input.Events.html#event:POINTER_DOWN_OUTSIDE"><code>POINTER_DOWN_OUTSIDE</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>localX</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The x coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>localY</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The y coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Types.Input.html#.EventData">Phaser.Types.Input.EventData</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Phaser input event. You can call <code>stopPropagation()</code> to halt it from going any further in the event flow.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_POINTER_DOWN_EVENT.js">src/input/events/GAMEOBJECT_POINTER_DOWN_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_POINTER_DOWN_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_POINTER_MOVE">GAMEOBJECT_POINTER_MOVE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Pointer Move Event.</p>
<p>This event is dispatched by an interactive Game Object if a pointer is moved while over it.</p>
<p>Listen to this event from a Game Object using: <code>gameObject.on('pointermove', listener)</code>.
Note that the scope of the listener is automatically set to be the Game Object instance itself.</p>
<p>To receive this event, the Game Object must have been set as interactive.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_MOVE"><code>GAMEOBJECT_POINTER_MOVE</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_MOVE"><code>GAMEOBJECT_MOVE</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_MOVE"><code>POINTER_MOVE</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>localX</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The x coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>localY</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The y coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Types.Input.html#.EventData">Phaser.Types.Input.EventData</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Phaser input event. You can call <code>stopPropagation()</code> to halt it from going any further in the event flow.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_POINTER_MOVE_EVENT.js">src/input/events/GAMEOBJECT_POINTER_MOVE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_POINTER_MOVE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_POINTER_OUT">GAMEOBJECT_POINTER_OUT</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Pointer Out Event.</p>
<p>This event is dispatched by an interactive Game Object if a pointer moves out of it.</p>
<p>Listen to this event from a Game Object using: <code>gameObject.on('pointerout', listener)</code>.
Note that the scope of the listener is automatically set to be the Game Object instance itself.</p>
<p>To receive this event, the Game Object must have been set as interactive.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_OUT"><code>GAMEOBJECT_POINTER_OUT</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_OUT"><code>GAMEOBJECT_OUT</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_OUT"><code>POINTER_OUT</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Types.Input.html#.EventData">Phaser.Types.Input.EventData</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Phaser input event. You can call <code>stopPropagation()</code> to halt it from going any further in the event flow.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_POINTER_OUT_EVENT.js">src/input/events/GAMEOBJECT_POINTER_OUT_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_POINTER_OUT_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_POINTER_OVER">GAMEOBJECT_POINTER_OVER</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Pointer Over Event.</p>
<p>This event is dispatched by an interactive Game Object if a pointer moves over it.</p>
<p>Listen to this event from a Game Object using: <code>gameObject.on('pointerover', listener)</code>.
Note that the scope of the listener is automatically set to be the Game Object instance itself.</p>
<p>To receive this event, the Game Object must have been set as interactive.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_OVER"><code>GAMEOBJECT_POINTER_OVER</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_OVER"><code>GAMEOBJECT_OVER</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_OVER"><code>POINTER_OVER</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>localX</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The x coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>localY</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The y coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Types.Input.html#.EventData">Phaser.Types.Input.EventData</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Phaser input event. You can call <code>stopPropagation()</code> to halt it from going any further in the event flow.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_POINTER_OVER_EVENT.js">src/input/events/GAMEOBJECT_POINTER_OVER_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_POINTER_OVER_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_POINTER_UP">GAMEOBJECT_POINTER_UP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Pointer Up Event.</p>
<p>This event is dispatched by an interactive Game Object if a pointer is released while over it.</p>
<p>Listen to this event from a Game Object using: <code>gameObject.on('pointerup', listener)</code>.
Note that the scope of the listener is automatically set to be the Game Object instance itself.</p>
<p>To receive this event, the Game Object must have been set as interactive.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_UP"><code>GAMEOBJECT_POINTER_UP</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_UP"><code>GAMEOBJECT_UP</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_UP"><code>POINTER_UP</code></a> or <a href="Phaser.Input.Events.html#event:POINTER_UP_OUTSIDE"><code>POINTER_UP_OUTSIDE</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>localX</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The x coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>localY</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The y coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Types.Input.html#.EventData">Phaser.Types.Input.EventData</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Phaser input event. You can call <code>stopPropagation()</code> to halt it from going any further in the event flow.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_POINTER_UP_EVENT.js">src/input/events/GAMEOBJECT_POINTER_UP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_POINTER_UP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_POINTER_WHEEL">GAMEOBJECT_POINTER_WHEEL</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Pointer Wheel Event.</p>
<p>This event is dispatched by an interactive Game Object if a pointer has its wheel moved while over it.</p>
<p>Listen to this event from a Game Object using: <code>gameObject.on('wheel', listener)</code>.
Note that the scope of the listener is automatically set to be the Game Object instance itself.</p>
<p>To receive this event, the Game Object must have been set as interactive.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_WHEEL"><code>GAMEOBJECT_POINTER_WHEEL</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_WHEEL"><code>GAMEOBJECT_WHEEL</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_WHEEL"><code>POINTER_WHEEL</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>deltaX</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The horizontal scroll amount that occurred due to the user moving a mouse wheel or similar input device.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>deltaY</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The vertical scroll amount that occurred due to the user moving a mouse wheel or similar input device. This value will typically be less than 0 if the user scrolls up and greater than zero if scrolling down.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>deltaZ</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The z-axis scroll amount that occurred due to the user moving a mouse wheel or similar input device.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Types.Input.html#.EventData">Phaser.Types.Input.EventData</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Phaser input event. You can call <code>stopPropagation()</code> to halt it from going any further in the event flow.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.18.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_POINTER_WHEEL_EVENT.js">src/input/events/GAMEOBJECT_POINTER_WHEEL_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_POINTER_WHEEL_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_UP">GAMEOBJECT_UP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Up Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer is released while over <em>any</em> interactive Game Object.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('gameobjectup', listener)</code>.</p>
<p>To receive this event, the Game Objects must have been set as interactive.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
<p>To listen for this event from a <em>specific</em> Game Object, use the <a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_UP"><code>GAMEOBJECT_POINTER_UP</code></a> event instead.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_UP"><code>GAMEOBJECT_POINTER_UP</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_UP"><code>GAMEOBJECT_UP</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_UP"><code>POINTER_UP</code></a> or <a href="Phaser.Input.Events.html#event:POINTER_UP_OUTSIDE"><code>POINTER_UP_OUTSIDE</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Game Object the pointer was over when released.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Types.Input.html#.EventData">Phaser.Types.Input.EventData</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Phaser input event. You can call <code>stopPropagation()</code> to halt it from going any further in the event flow.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_UP_EVENT.js">src/input/events/GAMEOBJECT_UP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_UP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEOBJECT_WHEEL">GAMEOBJECT_WHEEL</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Game Object Wheel Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer has its wheel moved while over <em>any</em> interactive Game Object.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('gameobjectwheel', listener)</code>.</p>
<p>To receive this event, the Game Objects must have been set as interactive.
See <a href="Phaser.GameObjects.GameObject.html#setInteractive">GameObject.setInteractive</a> for more details.</p>
<p>To listen for this event from a <em>specific</em> Game Object, use the <a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_WHEEL"><code>GAMEOBJECT_POINTER_WHEEL</code></a> event instead.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_WHEEL"><code>GAMEOBJECT_POINTER_WHEEL</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_WHEEL"><code>GAMEOBJECT_WHEEL</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_WHEEL"><code>POINTER_WHEEL</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Game Object the pointer was over when the wheel changed.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>deltaX</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The horizontal scroll amount that occurred due to the user moving a mouse wheel or similar input device.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>deltaY</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The vertical scroll amount that occurred due to the user moving a mouse wheel or similar input device. This value will typically be less than 0 if the user scrolls up and greater than zero if scrolling down.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>deltaZ</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The z-axis scroll amount that occurred due to the user moving a mouse wheel or similar input device.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Types.Input.html#.EventData">Phaser.Types.Input.EventData</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Phaser input event. You can call <code>stopPropagation()</code> to halt it from going any further in the event flow.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.18.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_WHEEL_EVENT.js">src/input/events/GAMEOBJECT_WHEEL_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/GAMEOBJECT_WHEEL_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:MANAGER_BOOT">MANAGER_BOOT</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Input Manager Boot Event.</p>
<p>This internal event is dispatched by the Input Manager when it boots.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/MANAGER_BOOT_EVENT.js">src/input/events/MANAGER_BOOT_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/MANAGER_BOOT_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:MANAGER_PROCESS">MANAGER_PROCESS</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Input Manager Process Event.</p>
<p>This internal event is dispatched by the Input Manager when not using the legacy queue system,
and it wants the Input Plugins to update themselves.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>time</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>delta</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/MANAGER_PROCESS_EVENT.js">src/input/events/MANAGER_PROCESS_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/MANAGER_PROCESS_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:MANAGER_UPDATE">MANAGER_UPDATE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Input Manager Update Event.</p>
<p>This internal event is dispatched by the Input Manager as part of its update step.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/MANAGER_UPDATE_EVENT.js">src/input/events/MANAGER_UPDATE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/MANAGER_UPDATE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:POINTER_DOWN">POINTER_DOWN</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Pointer Down Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer is pressed down anywhere.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('pointerdown', listener)</code>.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_DOWN"><code>GAMEOBJECT_POINTER_DOWN</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_DOWN"><code>GAMEOBJECT_DOWN</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_DOWN"><code>POINTER_DOWN</code></a> or <a href="Phaser.Input.Events.html#event:POINTER_DOWN_OUTSIDE"><code>POINTER_DOWN_OUTSIDE</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>currentlyOver</code></td>
            

            <td class="type">
            
                
<span class="param-type">Array.&lt;<a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a>></span>



            
            </td>

            

            

            <td class="description last"><p>An array containing all interactive Game Objects that the pointer was over when the event was created.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTER_DOWN_EVENT.js">src/input/events/POINTER_DOWN_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTER_DOWN_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:POINTER_DOWN_OUTSIDE">POINTER_DOWN_OUTSIDE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Pointer Down Outside Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer is pressed down anywhere outside of the game canvas.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('pointerdownoutside', listener)</code>.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_DOWN"><code>GAMEOBJECT_POINTER_DOWN</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_DOWN"><code>GAMEOBJECT_DOWN</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_DOWN"><code>POINTER_DOWN</code></a> or <a href="Phaser.Input.Events.html#event:POINTER_DOWN_OUTSIDE"><code>POINTER_DOWN_OUTSIDE</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTER_DOWN_OUTSIDE_EVENT.js">src/input/events/POINTER_DOWN_OUTSIDE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTER_DOWN_OUTSIDE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:POINTER_MOVE">POINTER_MOVE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Pointer Move Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer is moved anywhere.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('pointermove', listener)</code>.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_MOVE"><code>GAMEOBJECT_POINTER_MOVE</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_MOVE"><code>GAMEOBJECT_MOVE</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_MOVE"><code>POINTER_MOVE</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>currentlyOver</code></td>
            

            <td class="type">
            
                
<span class="param-type">Array.&lt;<a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a>></span>



            
            </td>

            

            

            <td class="description last"><p>An array containing all interactive Game Objects that the pointer was over when the event was created.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTER_MOVE_EVENT.js">src/input/events/POINTER_MOVE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTER_MOVE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:POINTER_OUT">POINTER_OUT</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Pointer Out Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer moves out of any interactive Game Object.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('pointerout', listener)</code>.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_OUT"><code>GAMEOBJECT_POINTER_OUT</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_OUT"><code>GAMEOBJECT_OUT</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_OUT"><code>POINTER_OUT</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>justOut</code></td>
            

            <td class="type">
            
                
<span class="param-type">Array.&lt;<a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a>></span>



            
            </td>

            

            

            <td class="description last"><p>An array containing all interactive Game Objects that the pointer moved out of when the event was created.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTER_OUT_EVENT.js">src/input/events/POINTER_OUT_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTER_OUT_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:POINTER_OVER">POINTER_OVER</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Pointer Over Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer moves over any interactive Game Object.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('pointerover', listener)</code>.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_OVER"><code>GAMEOBJECT_POINTER_OVER</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_OVER"><code>GAMEOBJECT_OVER</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_OVER"><code>POINTER_OVER</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>justOver</code></td>
            

            <td class="type">
            
                
<span class="param-type">Array.&lt;<a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a>></span>



            
            </td>

            

            

            <td class="description last"><p>An array containing all interactive Game Objects that the pointer moved over when the event was created.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTER_OVER_EVENT.js">src/input/events/POINTER_OVER_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTER_OVER_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:POINTER_UP">POINTER_UP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Pointer Up Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer is released anywhere.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('pointerup', listener)</code>.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_UP"><code>GAMEOBJECT_POINTER_UP</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_UP"><code>GAMEOBJECT_UP</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_UP"><code>POINTER_UP</code></a> or <a href="Phaser.Input.Events.html#event:POINTER_UP_OUTSIDE"><code>POINTER_UP_OUTSIDE</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>currentlyOver</code></td>
            

            <td class="type">
            
                
<span class="param-type">Array.&lt;<a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a>></span>



            
            </td>

            

            

            <td class="description last"><p>An array containing all interactive Game Objects that the pointer was over when the event was created.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTER_UP_EVENT.js">src/input/events/POINTER_UP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTER_UP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:POINTER_UP_OUTSIDE">POINTER_UP_OUTSIDE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Pointer Up Outside Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer is released anywhere outside of the game canvas.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('pointerupoutside', listener)</code>.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_UP"><code>GAMEOBJECT_POINTER_UP</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_UP"><code>GAMEOBJECT_UP</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_UP"><code>POINTER_UP</code></a> or <a href="Phaser.Input.Events.html#event:POINTER_UP_OUTSIDE"><code>POINTER_UP_OUTSIDE</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTER_UP_OUTSIDE_EVENT.js">src/input/events/POINTER_UP_OUTSIDE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTER_UP_OUTSIDE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:POINTER_WHEEL">POINTER_WHEEL</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Pointer Wheel Input Event.</p>
<p>This event is dispatched by the Input Plugin belonging to a Scene if a pointer has its wheel updated.</p>
<p>Listen to this event from within a Scene using: <code>this.input.on('wheel', listener)</code>.</p>
<p>The event hierarchy is as follows:</p>
<ol>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_POINTER_WHEEL"><code>GAMEOBJECT_POINTER_WHEEL</code></a></li>
<li><a href="Phaser.Input.Events.html#event:GAMEOBJECT_WHEEL"><code>GAMEOBJECT_WHEEL</code></a></li>
<li><a href="Phaser.Input.Events.html#event:POINTER_WHEEL"><code>POINTER_WHEEL</code></a></li>
</ol>
<p>With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
the propagation of this event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pointer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Pointer.html">Phaser.Input.Pointer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer responsible for triggering this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>currentlyOver</code></td>
            

            <td class="type">
            
                
<span class="param-type">Array.&lt;<a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a>></span>



            
            </td>

            

            

            <td class="description last"><p>An array containing all interactive Game Objects that the pointer was over when the event was created.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>deltaX</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The horizontal scroll amount that occurred due to the user moving a mouse wheel or similar input device.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>deltaY</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The vertical scroll amount that occurred due to the user moving a mouse wheel or similar input device. This value will typically be less than 0 if the user scrolls up and greater than zero if scrolling down.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>deltaZ</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The z-axis scroll amount that occurred due to the user moving a mouse wheel or similar input device.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.18.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTER_WHEEL_EVENT.js">src/input/events/POINTER_WHEEL_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTER_WHEEL_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:POINTERLOCK_CHANGE">POINTERLOCK_CHANGE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Input Manager Pointer Lock Change Event.</p>
<p>This event is dispatched by the Input Manager when it is processing a native Pointer Lock Change DOM Event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type">Event</span>



            
            </td>

            

            

            <td class="description last"><p>The native DOM Event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>locked</code></td>
            

            <td class="type">
            
                
<span class="param-type">boolean</span>



            
            </td>

            

            

            <td class="description last"><p>The locked state of the Mouse Pointer.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTERLOCK_CHANGE_EVENT.js">src/input/events/POINTERLOCK_CHANGE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/POINTERLOCK_CHANGE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PRE_UPDATE">PRE_UPDATE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Input Plugin Pre-Update Event.</p>
<p>This internal event is dispatched by the Input Plugin at the start of its <code>preUpdate</code> method.
This hook is designed specifically for input plugins, but can also be listened to from user-land code.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/PRE_UPDATE_EVENT.js">src/input/events/PRE_UPDATE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/PRE_UPDATE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SHUTDOWN">SHUTDOWN</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Input Plugin Shutdown Event.</p>
<p>This internal event is dispatched by the Input Plugin when it shuts down, signalling to all of its systems to shut themselves down.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/SHUTDOWN_EVENT.js">src/input/events/SHUTDOWN_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/SHUTDOWN_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:START">START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Input Plugin Start Event.</p>
<p>This internal event is dispatched by the Input Plugin when it has finished setting-up,
signalling to all of its internal systems to start.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/START_EVENT.js">src/input/events/START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:UPDATE">UPDATE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Input Plugin Update Event.</p>
<p>This internal event is dispatched by the Input Plugin at the start of its <code>update</code> method.
This hook is designed specifically for input plugins, but can also be listened to from user-land code.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>time</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>delta</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/UPDATE_EVENT.js">src/input/events/UPDATE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/events/UPDATE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:BUTTON_DOWN">BUTTON_DOWN</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Gamepad Button Down Event.</p>
<p>This event is dispatched by the Gamepad Plugin when a button has been pressed on any active Gamepad.</p>
<p>Listen to this event from within a Scene using: <code>this.input.gamepad.on('down', listener)</code>.</p>
<p>You can also listen for a DOWN event from a Gamepad instance. See the <a href="Phaser.Input.Gamepad.Events.html#event:GAMEPAD_BUTTON_DOWN"><code>GAMEPAD_BUTTON_DOWN</code></a> event for details.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pad</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Gamepad.html">Phaser.Input.Gamepad</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Gamepad on which the button was pressed.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>button</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Gamepad.Button.html">Phaser.Input.Gamepad.Button</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Button which was pressed.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>value</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The value of the button at the time it was pressed. Between 0 and 1. Some Gamepads have pressure-sensitive buttons.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.10.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/gamepad/events/BUTTON_DOWN_EVENT.js">src/input/gamepad/events/BUTTON_DOWN_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/gamepad/events/BUTTON_DOWN_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:BUTTON_UP">BUTTON_UP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Gamepad Button Up Event.</p>
<p>This event is dispatched by the Gamepad Plugin when a button has been released on any active Gamepad.</p>
<p>Listen to this event from within a Scene using: <code>this.input.gamepad.on('up', listener)</code>.</p>
<p>You can also listen for an UP event from a Gamepad instance. See the <a href="Phaser.Input.Gamepad.Events.html#event:GAMEPAD_BUTTON_UP"><code>GAMEPAD_BUTTON_UP</code></a> event for details.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pad</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Gamepad.html">Phaser.Input.Gamepad</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Gamepad on which the button was released.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>button</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Gamepad.Button.html">Phaser.Input.Gamepad.Button</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Button which was released.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>value</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The value of the button at the time it was released. Between 0 and 1. Some Gamepads have pressure-sensitive buttons.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.10.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/gamepad/events/BUTTON_UP_EVENT.js">src/input/gamepad/events/BUTTON_UP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/gamepad/events/BUTTON_UP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:CONNECTED">CONNECTED</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Gamepad Connected Event.</p>
<p>This event is dispatched by the Gamepad Plugin when a Gamepad has been connected.</p>
<p>Listen to this event from within a Scene using: <code>this.input.gamepad.once('connected', listener)</code>.</p>
<p>Note that the browser may require you to press a button on a gamepad before it will allow you to access it,
this is for security reasons. However, it may also trust the page already, in which case you won't get the
'connected' event and instead should check <code>GamepadPlugin.total</code> to see if it thinks there are any gamepads
already connected.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pad</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Gamepad.html">Phaser.Input.Gamepad</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Gamepad which was connected.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type">Event</span>



            
            </td>

            

            

            <td class="description last"><p>The native DOM Event that triggered the connection.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/gamepad/events/CONNECTED_EVENT.js">src/input/gamepad/events/CONNECTED_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/gamepad/events/CONNECTED_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DISCONNECTED">DISCONNECTED</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Gamepad Disconnected Event.</p>
<p>This event is dispatched by the Gamepad Plugin when a Gamepad has been disconnected.</p>
<p>Listen to this event from within a Scene using: <code>this.input.gamepad.once('disconnected', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>pad</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Gamepad.html">Phaser.Input.Gamepad</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Gamepad which was disconnected.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type">Event</span>



            
            </td>

            

            

            <td class="description last"><p>The native DOM Event that triggered the disconnection.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/gamepad/events/DISCONNECTED_EVENT.js">src/input/gamepad/events/DISCONNECTED_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/gamepad/events/DISCONNECTED_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEPAD_BUTTON_DOWN">GAMEPAD_BUTTON_DOWN</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Gamepad Button Down Event.</p>
<p>This event is dispatched by a Gamepad instance when a button has been pressed on it.</p>
<p>Listen to this event from a Gamepad instance. Once way to get this is from the <code>pad1</code>, <code>pad2</code>, etc properties on the Gamepad Plugin:
<code>this.input.gamepad.pad1.on('down', listener)</code>.</p>
<p>Note that you will not receive any Gamepad button events until the browser considers the Gamepad as being 'connected'.</p>
<p>You can also listen for a DOWN event from the Gamepad Plugin. See the <a href="Phaser.Input.Gamepad.Events.html#event:BUTTON_DOWN"><code>BUTTON_DOWN</code></a> event for details.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>index</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The index of the button that was pressed.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>value</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The value of the button at the time it was pressed. Between 0 and 1. Some Gamepads have pressure-sensitive buttons.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>button</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Gamepad.Button.html">Phaser.Input.Gamepad.Button</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Button which was pressed.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.10.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/gamepad/events/GAMEPAD_BUTTON_DOWN_EVENT.js">src/input/gamepad/events/GAMEPAD_BUTTON_DOWN_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/gamepad/events/GAMEPAD_BUTTON_DOWN_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GAMEPAD_BUTTON_UP">GAMEPAD_BUTTON_UP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Gamepad Button Up Event.</p>
<p>This event is dispatched by a Gamepad instance when a button has been released on it.</p>
<p>Listen to this event from a Gamepad instance. Once way to get this is from the <code>pad1</code>, <code>pad2</code>, etc properties on the Gamepad Plugin:
<code>this.input.gamepad.pad1.on('up', listener)</code>.</p>
<p>Note that you will not receive any Gamepad button events until the browser considers the Gamepad as being 'connected'.</p>
<p>You can also listen for an UP event from the Gamepad Plugin. See the <a href="Phaser.Input.Gamepad.Events.html#event:BUTTON_UP"><code>BUTTON_UP</code></a> event for details.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>index</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The index of the button that was released.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>value</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The value of the button at the time it was released. Between 0 and 1. Some Gamepads have pressure-sensitive buttons.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>button</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Gamepad.Button.html">Phaser.Input.Gamepad.Button</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Button which was released.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.10.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/gamepad/events/GAMEPAD_BUTTON_UP_EVENT.js">src/input/gamepad/events/GAMEPAD_BUTTON_UP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/gamepad/events/GAMEPAD_BUTTON_UP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:ANY_KEY_DOWN">ANY_KEY_DOWN</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Global Key Down Event.</p>
<p>This event is dispatched by the Keyboard Plugin when any key on the keyboard is pressed down.</p>
<p>Listen to this event from within a Scene using: <code>this.input.keyboard.on('keydown', listener)</code>.</p>
<p>You can also listen for a specific key being pressed. See <a href="Phaser.Input.Keyboard.Events.html#event:KEY_DOWN"><code>Keyboard.Events.KEY_DOWN</code></a> for details.</p>
<p>Finally, you can create Key objects, which you can also listen for events from. See <a href="Phaser.Input.Keyboard.Events.html#event:DOWN"><code>Keyboard.Events.DOWN</code></a> for details.</p>
<p><em>Note</em>: Many keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting.
Read <a href="http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/">this article on ghosting</a> for details.</p>
<p>Also, please be aware that some browser extensions can disable or override Phaser keyboard handling.
For example, the Chrome extension vimium is known to disable Phaser from using the D key, while EverNote disables the backtick key.
There are others. So, please check your extensions if you find you have specific keys that don't work.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type">KeyboardEvent</span>



            
            </td>

            

            

            <td class="description last"><p>The native DOM Keyboard Event. You can inspect this to learn more about the key that was pressed, any modifiers, etc.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/keyboard/events/ANY_KEY_DOWN_EVENT.js">src/input/keyboard/events/ANY_KEY_DOWN_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/keyboard/events/ANY_KEY_DOWN_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    
    <h5>Listeners of This Event:</h5>
    <ul>
        <li><a href="Phaser.Input.Keyboard.KeyCombo.html">Phaser.Input.Keyboard.KeyCombo</a></li>
    </ul>
    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:ANY_KEY_UP">ANY_KEY_UP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Global Key Up Event.</p>
<p>This event is dispatched by the Keyboard Plugin when any key on the keyboard is released.</p>
<p>Listen to this event from within a Scene using: <code>this.input.keyboard.on('keyup', listener)</code>.</p>
<p>You can also listen for a specific key being released. See <a href="Phaser.Input.Keyboard.Events.html#event:KEY_UP"><code>Keyboard.Events.KEY_UP</code></a> for details.</p>
<p>Finally, you can create Key objects, which you can also listen for events from. See <a href="Phaser.Input.Keyboard.Events.html#event:UP"><code>Keyboard.Events.UP</code></a> for details.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type">KeyboardEvent</span>



            
            </td>

            

            

            <td class="description last"><p>The native DOM Keyboard Event. You can inspect this to learn more about the key that was released, any modifiers, etc.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/keyboard/events/ANY_KEY_UP_EVENT.js">src/input/keyboard/events/ANY_KEY_UP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/keyboard/events/ANY_KEY_UP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:COMBO_MATCH">COMBO_MATCH</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Key Combo Match Event.</p>
<p>This event is dispatched by the Keyboard Plugin when a <a href="Phaser.Input.Keyboard.KeyCombo.html">Key Combo</a> is matched.</p>
<p>Listen for this event from the Key Plugin after a combo has been created:</p>
<pre class="prettyprint source lang-javascript"><code>this.input.keyboard.createCombo([ 38, 38, 40, 40, 37, 39, 37, 39, 66, 65, 13 ], { resetOnMatch: true });

this.input.keyboard.on('keycombomatch', function (event) {
    console.log('Konami Code entered!');
});
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>keycombo</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Keyboard.KeyCombo.html">Phaser.Input.Keyboard.KeyCombo</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Key Combo object that was matched.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type">KeyboardEvent</span>



            
            </td>

            

            

            <td class="description last"><p>The native DOM Keyboard Event of the final key in the combo. You can inspect this to learn more about any modifiers, etc.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/keyboard/events/COMBO_MATCH_EVENT.js">src/input/keyboard/events/COMBO_MATCH_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/keyboard/events/COMBO_MATCH_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DOWN">DOWN</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Key Down Event.</p>
<p>This event is dispatched by a <a href="Phaser.Input.Keyboard.Key.html">Key</a> object when it is pressed.</p>
<p>Listen for this event from the Key object instance directly:</p>
<pre class="prettyprint source lang-javascript"><code>var spaceBar = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);

spaceBar.on('down', listener)
</code></pre>
<p>You can also create a generic 'global' listener. See <a href="Phaser.Input.Keyboard.Events.html#event:ANY_KEY_DOWN"><code>Keyboard.Events.ANY_KEY_DOWN</code></a> for details.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Keyboard.Key.html">Phaser.Input.Keyboard.Key</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Key object that was pressed.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type">KeyboardEvent</span>



            
            </td>

            

            

            <td class="description last"><p>The native DOM Keyboard Event. You can inspect this to learn more about any modifiers, etc.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/keyboard/events/DOWN_EVENT.js">src/input/keyboard/events/DOWN_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/keyboard/events/DOWN_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:KEY_DOWN">KEY_DOWN</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Key Down Event.</p>
<p>This event is dispatched by the Keyboard Plugin when any key on the keyboard is pressed down.</p>
<p>Unlike the <code>ANY_KEY_DOWN</code> event, this one has a special dynamic event name. For example, to listen for the <code>A</code> key being pressed
use the following from within a Scene: <code>this.input.keyboard.on('keydown-A', listener)</code>. You can replace the <code>-A</code> part of the event
name with any valid <a href="Phaser.Input.Keyboard.KeyCodes.html">Key Code string</a>. For example, this will listen for the space bar:
<code>this.input.keyboard.on('keydown-SPACE', listener)</code>.</p>
<p>You can also create a generic 'global' listener. See <a href="Phaser.Input.Keyboard.Events.html#event:ANY_KEY_DOWN"><code>Keyboard.Events.ANY_KEY_DOWN</code></a> for details.</p>
<p>Finally, you can create Key objects, which you can also listen for events from. See <a href="Phaser.Input.Keyboard.Events.html#event:DOWN"><code>Keyboard.Events.DOWN</code></a> for details.</p>
<p><em>Note</em>: Many keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting.
Read <a href="http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/">this article on ghosting</a> for details.</p>
<p>Also, please be aware that some browser extensions can disable or override Phaser keyboard handling.
For example, the Chrome extension vimium is known to disable Phaser from using the D key, while EverNote disables the backtick key.
There are others. So, please check your extensions if you find you have specific keys that don't work.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type">KeyboardEvent</span>



            
            </td>

            

            

            <td class="description last"><p>The native DOM Keyboard Event. You can inspect this to learn more about the key that was pressed, any modifiers, etc.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/keyboard/events/KEY_DOWN_EVENT.js">src/input/keyboard/events/KEY_DOWN_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/keyboard/events/KEY_DOWN_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:KEY_UP">KEY_UP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Key Up Event.</p>
<p>This event is dispatched by the Keyboard Plugin when any key on the keyboard is released.</p>
<p>Unlike the <code>ANY_KEY_UP</code> event, this one has a special dynamic event name. For example, to listen for the <code>A</code> key being released
use the following from within a Scene: <code>this.input.keyboard.on('keyup-A', listener)</code>. You can replace the <code>-A</code> part of the event
name with any valid <a href="Phaser.Input.Keyboard.KeyCodes.html">Key Code string</a>. For example, this will listen for the space bar:
<code>this.input.keyboard.on('keyup-SPACE', listener)</code>.</p>
<p>You can also create a generic 'global' listener. See <a href="Phaser.Input.Keyboard.Events.html#event:ANY_KEY_UP"><code>Keyboard.Events.ANY_KEY_UP</code></a> for details.</p>
<p>Finally, you can create Key objects, which you can also listen for events from. See <a href="Phaser.Input.Keyboard.Events.html#event:UP"><code>Keyboard.Events.UP</code></a> for details.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type">KeyboardEvent</span>



            
            </td>

            

            

            <td class="description last"><p>The native DOM Keyboard Event. You can inspect this to learn more about the key that was released, any modifiers, etc.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/keyboard/events/KEY_UP_EVENT.js">src/input/keyboard/events/KEY_UP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/keyboard/events/KEY_UP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:UP">UP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Key Up Event.</p>
<p>This event is dispatched by a <a href="Phaser.Input.Keyboard.Key.html">Key</a> object when it is released.</p>
<p>Listen for this event from the Key object instance directly:</p>
<pre class="prettyprint source lang-javascript"><code>var spaceBar = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);

spaceBar.on('up', listener)
</code></pre>
<p>You can also create a generic 'global' listener. See <a href="Phaser.Input.Keyboard.Events.html#event:ANY_KEY_UP"><code>Keyboard.Events.ANY_KEY_UP</code></a> for details.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Input.Keyboard.Key.html">Phaser.Input.Keyboard.Key</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Key object that was released.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type">KeyboardEvent</span>



            
            </td>

            

            

            <td class="description last"><p>The native DOM Keyboard Event. You can inspect this to learn more about any modifiers, etc.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/keyboard/events/UP_EVENT.js">src/input/keyboard/events/UP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/input/keyboard/events/UP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:ADD">ADD</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Loader Plugin Add File Event.</p>
<p>This event is dispatched when a new file is successfully added to the Loader and placed into the load queue.</p>
<p>Listen to it from a Scene using: <code>this.load.on('addfile', listener)</code>.</p>
<p>If you add lots of files to a Loader from a <code>preload</code> method, it will dispatch this event for each one of them.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The unique key of the file that was added to the Loader.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>type</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The <a href="Phaser.Loader.File.html#type">file type</a> string of the file that was added to the Loader, i.e. <code>image</code>.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>loader</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Loader.LoaderPlugin.html">Phaser.Loader.LoaderPlugin</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Loader Plugin that dispatched this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>file</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Loader.File.html">Phaser.Loader.File</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the File which was added to the Loader.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/ADD_EVENT.js">src/loader/events/ADD_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/ADD_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:COMPLETE">COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Loader Plugin Complete Event.</p>
<p>This event is dispatched when the Loader has fully processed everything in the load queue.
By this point every loaded file will now be in its associated cache and ready for use.</p>
<p>Listen to it from a Scene using: <code>this.load.on('complete', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>loader</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Loader.LoaderPlugin.html">Phaser.Loader.LoaderPlugin</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Loader Plugin that dispatched this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>totalComplete</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The total number of files that successfully loaded.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>totalFailed</code></td>
            

            <td class="type">
            
                
<span class="param-type">integer</span>



            
            </td>

            

            

            <td class="description last"><p>The total number of files that failed to load.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/COMPLETE_EVENT.js">src/loader/events/COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:FILE_COMPLETE">FILE_COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The File Load Complete Event.</p>
<p>This event is dispatched by the Loader Plugin when any file in the queue finishes loading.</p>
<p>Listen to it from a Scene using: <code>this.load.on('filecomplete', listener)</code>.</p>
<p>You can also listen for the completion of a specific file. See the <a href="Phaser.Loader.Events.html#event:FILE_KEY_COMPLETE"><code>FILE_KEY_COMPLETE</code></a> event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The key of the file that just loaded and finished processing.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>type</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The <a href="Phaser.Loader.File.html#type">file type</a> of the file that just loaded, i.e. <code>image</code>.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>data</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            

            

            <td class="description last"><p>The raw data the file contained.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/FILE_COMPLETE_EVENT.js">src/loader/events/FILE_COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/FILE_COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:FILE_KEY_COMPLETE">FILE_KEY_COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The File Load Complete Event.</p>
<p>This event is dispatched by the Loader Plugin when any file in the queue finishes loading.</p>
<p>It uses a special dynamic event name constructed from the key and type of the file.</p>
<p>For example, if you have loaded an <code>image</code> with a key of <code>monster</code>, you can listen for it
using the following:</p>
<pre class="prettyprint source lang-javascript"><code>this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});
</code></pre>
<p>Or, if you have loaded a texture <code>atlas</code> with a key of <code>Level1</code>:</p>
<pre class="prettyprint source lang-javascript"><code>this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});
</code></pre>
<p>Or, if you have loaded a sprite sheet with a key of <code>Explosion</code> and a prefix of <code>GAMEOVER</code>:</p>
<pre class="prettyprint source lang-javascript"><code>this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
</code></pre>
<p>You can also listen for the generic completion of files. See the <a href="Phaser.Loader.Events.html#event:FILE_COMPLETE"><code>FILE_COMPLETE</code></a> event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The key of the file that just loaded and finished processing.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>type</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The <a href="Phaser.Loader.File.html#type">file type</a> of the file that just loaded, i.e. <code>image</code>.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>data</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            

            

            <td class="description last"><p>The raw data the file contained.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/FILE_KEY_COMPLETE_EVENT.js">src/loader/events/FILE_KEY_COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/FILE_KEY_COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:FILE_LOAD">FILE_LOAD</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The File Load Event.</p>
<p>This event is dispatched by the Loader Plugin when a file finishes loading,
but <em>before</em> it is processed and added to the internal Phaser caches.</p>
<p>Listen to it from a Scene using: <code>this.load.on('load', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>file</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Loader.File.html">Phaser.Loader.File</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the File which just finished loading.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/FILE_LOAD_EVENT.js">src/loader/events/FILE_LOAD_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/FILE_LOAD_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:FILE_LOAD_ERROR">FILE_LOAD_ERROR</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The File Load Error Event.</p>
<p>This event is dispatched by the Loader Plugin when a file fails to load.</p>
<p>Listen to it from a Scene using: <code>this.load.on('loaderror', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>file</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Loader.File.html">Phaser.Loader.File</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the File which errored during load.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/FILE_LOAD_ERROR_EVENT.js">src/loader/events/FILE_LOAD_ERROR_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/FILE_LOAD_ERROR_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:FILE_PROGRESS">FILE_PROGRESS</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The File Load Progress Event.</p>
<p>This event is dispatched by the Loader Plugin during the load of a file, if the browser receives a DOM ProgressEvent and
the <code>lengthComputable</code> event property is true. Depending on the size of the file and browser in use, this may, or may not happen.</p>
<p>Listen to it from a Scene using: <code>this.load.on('fileprogress', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>file</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Loader.File.html">Phaser.Loader.File</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the File which errored during load.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>percentComplete</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>A value between 0 and 1 indicating how 'complete' this file is.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/FILE_PROGRESS_EVENT.js">src/loader/events/FILE_PROGRESS_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/FILE_PROGRESS_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:POST_PROCESS">POST_PROCESS</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Loader Plugin Post Process Event.</p>
<p>This event is dispatched by the Loader Plugin when the Loader has finished loading everything in the load queue.
It is dispatched before the internal lists are cleared and each File is destroyed.</p>
<p>Use this hook to perform any last minute processing of files that can only happen once the
Loader has completed, but prior to it emitting the <code>complete</code> event.</p>
<p>Listen to it from a Scene using: <code>this.load.on('postprocess', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>loader</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Loader.LoaderPlugin.html">Phaser.Loader.LoaderPlugin</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Loader Plugin that dispatched this event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/POST_PROCESS_EVENT.js">src/loader/events/POST_PROCESS_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/POST_PROCESS_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PROGRESS">PROGRESS</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Loader Plugin Progress Event.</p>
<p>This event is dispatched when the Loader updates its load progress, typically as a result of a file having completed loading.</p>
<p>Listen to it from a Scene using: <code>this.load.on('progress', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>progress</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The current progress of the load. A value between 0 and 1.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/PROGRESS_EVENT.js">src/loader/events/PROGRESS_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/PROGRESS_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:START">START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Loader Plugin Start Event.</p>
<p>This event is dispatched when the Loader starts running. At this point load progress is zero.</p>
<p>This event is dispatched even if there aren't any files in the load queue.</p>
<p>Listen to it from a Scene using: <code>this.load.on('start', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>loader</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Loader.LoaderPlugin.html">Phaser.Loader.LoaderPlugin</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Loader Plugin that dispatched this event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/START_EVENT.js">src/loader/events/START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/loader/events/START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:COLLIDE">COLLIDE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Arcade Physics World Collide Event.</p>
<p>This event is dispatched by an Arcade Physics World instance if two bodies collide <em>and</em> at least
one of them has their <a href="Phaser.Physics.Arcade.Body.html#onCollide">onCollide</a> property set to <code>true</code>.</p>
<p>It provides an alternative means to handling collide events rather than using the callback approach.</p>
<p>Listen to it from a Scene using: <code>this.physics.world.on('collide', listener)</code>.</p>
<p>Please note that 'collide' and 'overlap' are two different things in Arcade Physics.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>gameObject1</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The first Game Object involved in the collision. This is the parent of <code>body1</code>.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject2</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The second Game Object involved in the collision. This is the parent of <code>body2</code>.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>body1</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
|

<span class="param-type"><a href="Phaser.Physics.Arcade.StaticBody.html">Phaser.Physics.Arcade.StaticBody</a></span>



            
            </td>

            

            

            <td class="description last"><p>The first Physics Body involved in the collision.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>body2</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
|

<span class="param-type"><a href="Phaser.Physics.Arcade.StaticBody.html">Phaser.Physics.Arcade.StaticBody</a></span>



            
            </td>

            

            

            <td class="description last"><p>The second Physics Body involved in the collision.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/arcade/events/COLLIDE_EVENT.js">src/physics/arcade/events/COLLIDE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/arcade/events/COLLIDE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:OVERLAP">OVERLAP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Arcade Physics World Overlap Event.</p>
<p>This event is dispatched by an Arcade Physics World instance if two bodies overlap <em>and</em> at least
one of them has their <a href="Phaser.Physics.Arcade.Body.html#onOverlap">onOverlap</a> property set to <code>true</code>.</p>
<p>It provides an alternative means to handling overlap events rather than using the callback approach.</p>
<p>Listen to it from a Scene using: <code>this.physics.world.on('overlap', listener)</code>.</p>
<p>Please note that 'collide' and 'overlap' are two different things in Arcade Physics.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>gameObject1</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The first Game Object involved in the overlap. This is the parent of <code>body1</code>.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>gameObject2</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The second Game Object involved in the overlap. This is the parent of <code>body2</code>.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>body1</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
|

<span class="param-type"><a href="Phaser.Physics.Arcade.StaticBody.html">Phaser.Physics.Arcade.StaticBody</a></span>



            
            </td>

            

            

            <td class="description last"><p>The first Physics Body involved in the overlap.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>body2</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
|

<span class="param-type"><a href="Phaser.Physics.Arcade.StaticBody.html">Phaser.Physics.Arcade.StaticBody</a></span>



            
            </td>

            

            

            <td class="description last"><p>The second Physics Body involved in the overlap.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/arcade/events/OVERLAP_EVENT.js">src/physics/arcade/events/OVERLAP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/arcade/events/OVERLAP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PAUSE">PAUSE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Arcade Physics World Pause Event.</p>
<p>This event is dispatched by an Arcade Physics World instance when it is paused.</p>
<p>Listen to it from a Scene using: <code>this.physics.world.on('pause', listener)</code>.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/arcade/events/PAUSE_EVENT.js">src/physics/arcade/events/PAUSE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/arcade/events/PAUSE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:RESUME">RESUME</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Arcade Physics World Resume Event.</p>
<p>This event is dispatched by an Arcade Physics World instance when it resumes from a paused state.</p>
<p>Listen to it from a Scene using: <code>this.physics.world.on('resume', listener)</code>.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/arcade/events/RESUME_EVENT.js">src/physics/arcade/events/RESUME_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/arcade/events/RESUME_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TILE_COLLIDE">TILE_COLLIDE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Arcade Physics Tile Collide Event.</p>
<p>This event is dispatched by an Arcade Physics World instance if a body collides with a Tile <em>and</em>
has its <a href="Phaser.Physics.Arcade.Body.html#onCollide">onCollide</a> property set to <code>true</code>.</p>
<p>It provides an alternative means to handling collide events rather than using the callback approach.</p>
<p>Listen to it from a Scene using: <code>this.physics.world.on('tilecollide', listener)</code>.</p>
<p>Please note that 'collide' and 'overlap' are two different things in Arcade Physics.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Game Object involved in the collision. This is the parent of <code>body</code>.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>tile</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Tilemaps.Tile.html">Phaser.Tilemaps.Tile</a></span>



            
            </td>

            

            

            <td class="description last"><p>The tile the body collided with.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>body</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Arcade Physics Body of the Game Object involved in the collision.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/arcade/events/TILE_COLLIDE_EVENT.js">src/physics/arcade/events/TILE_COLLIDE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/arcade/events/TILE_COLLIDE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TILE_OVERLAP">TILE_OVERLAP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Arcade Physics Tile Overlap Event.</p>
<p>This event is dispatched by an Arcade Physics World instance if a body overlaps with a Tile <em>and</em>
has its <a href="Phaser.Physics.Arcade.Body.html#onOverlap">onOverlap</a> property set to <code>true</code>.</p>
<p>It provides an alternative means to handling overlap events rather than using the callback approach.</p>
<p>Listen to it from a Scene using: <code>this.physics.world.on('tileoverlap', listener)</code>.</p>
<p>Please note that 'collide' and 'overlap' are two different things in Arcade Physics.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>gameObject</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.GameObjects.GameObject.html">Phaser.GameObjects.GameObject</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Game Object involved in the overlap. This is the parent of <code>body</code>.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>tile</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Tilemaps.Tile.html">Phaser.Tilemaps.Tile</a></span>



            
            </td>

            

            

            <td class="description last"><p>The tile the body overlapped.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>body</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Arcade Physics Body of the Game Object involved in the overlap.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/arcade/events/TILE_OVERLAP_EVENT.js">src/physics/arcade/events/TILE_OVERLAP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/arcade/events/TILE_OVERLAP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:WORLD_BOUNDS">WORLD_BOUNDS</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Arcade Physics World Bounds Event.</p>
<p>This event is dispatched by an Arcade Physics World instance if a body makes contact with the world bounds <em>and</em>
it has its <a href="Phaser.Physics.Arcade.Body.html#onWorldBounds">onWorldBounds</a> property set to <code>true</code>.</p>
<p>It provides an alternative means to handling collide events rather than using the callback approach.</p>
<p>Listen to it from a Scene using: <code>this.physics.world.on('worldbounds', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>body</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Arcade Physics Body that hit the world bounds.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>up</code></td>
            

            <td class="type">
            
                
<span class="param-type">boolean</span>



            
            </td>

            

            

            <td class="description last"><p>Is the Body blocked up? I.e. collided with the top of the world bounds.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>down</code></td>
            

            <td class="type">
            
                
<span class="param-type">boolean</span>



            
            </td>

            

            

            <td class="description last"><p>Is the Body blocked down? I.e. collided with the bottom of the world bounds.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>left</code></td>
            

            <td class="type">
            
                
<span class="param-type">boolean</span>



            
            </td>

            

            

            <td class="description last"><p>Is the Body blocked left? I.e. collided with the left of the world bounds.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>right</code></td>
            

            <td class="type">
            
                
<span class="param-type">boolean</span>



            
            </td>

            

            

            <td class="description last"><p>Is the Body blocked right? I.e. collided with the right of the world bounds.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/arcade/events/WORLD_BOUNDS_EVENT.js">src/physics/arcade/events/WORLD_BOUNDS_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/arcade/events/WORLD_BOUNDS_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:WORLD_STEP">WORLD_STEP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Arcade Physics World Step Event.</p>
<p>This event is dispatched by an Arcade Physics World instance whenever a physics step is run.
It is emitted <em>after</em> the bodies and colliders have been updated.</p>
<p>In high framerate settings this can be multiple times per game frame.</p>
<p>Listen to it from a Scene using: <code>this.physics.world.on('worldstep', listener)</code>.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.18.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/arcade/events/WORLD_STEP_EVENT.js">src/physics/arcade/events/WORLD_STEP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/arcade/events/WORLD_STEP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:AFTER_ADD">AFTER_ADD</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Matter Physics After Add Event.</p>
<p>This event is dispatched by a Matter Physics World instance at the end of the process when a new Body
or Constraint has just been added to the world.</p>
<p>Listen to it from a Scene using: <code>this.matter.world.on('afteradd', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Matter.Events.html#.AfterAddEvent">Phaser.Physics.Matter.Events.AfterAddEvent</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Add Event object.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.22.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/AFTER_ADD_EVENT.js">src/physics/matter-js/events/AFTER_ADD_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/AFTER_ADD_EVENT.js#L15">Line 15</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:AFTER_REMOVE">AFTER_REMOVE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Matter Physics After Remove Event.</p>
<p>This event is dispatched by a Matter Physics World instance at the end of the process when a
Body or Constraint was removed from the world.</p>
<p>Listen to it from a Scene using: <code>this.matter.world.on('afterremove', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Matter.Events.html#.AfterRemoveEvent">Phaser.Physics.Matter.Events.AfterRemoveEvent</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Remove Event object.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.22.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/AFTER_REMOVE_EVENT.js">src/physics/matter-js/events/AFTER_REMOVE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/AFTER_REMOVE_EVENT.js#L15">Line 15</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:AFTER_UPDATE">AFTER_UPDATE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Matter Physics After Update Event.</p>
<p>This event is dispatched by a Matter Physics World instance after the engine has updated and all collision events have resolved.</p>
<p>Listen to it from a Scene using: <code>this.matter.world.on('afterupdate', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Matter.Events.html#.AfterUpdateEvent">Phaser.Physics.Matter.Events.AfterUpdateEvent</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Update Event object.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/AFTER_UPDATE_EVENT.js">src/physics/matter-js/events/AFTER_UPDATE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/AFTER_UPDATE_EVENT.js#L15">Line 15</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:BEFORE_ADD">BEFORE_ADD</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Matter Physics Before Add Event.</p>
<p>This event is dispatched by a Matter Physics World instance at the start of the process when a new Body
or Constraint is being added to the world.</p>
<p>Listen to it from a Scene using: <code>this.matter.world.on('beforeadd', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Matter.Events.html#.BeforeAddEvent">Phaser.Physics.Matter.Events.BeforeAddEvent</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Add Event object.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.22.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/BEFORE_ADD_EVENT.js">src/physics/matter-js/events/BEFORE_ADD_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/BEFORE_ADD_EVENT.js#L15">Line 15</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:BEFORE_REMOVE">BEFORE_REMOVE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Matter Physics Before Remove Event.</p>
<p>This event is dispatched by a Matter Physics World instance at the start of the process when a
Body or Constraint is being removed from the world.</p>
<p>Listen to it from a Scene using: <code>this.matter.world.on('beforeremove', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Matter.Events.html#.BeforeRemoveEvent">Phaser.Physics.Matter.Events.BeforeRemoveEvent</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Remove Event object.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.22.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/BEFORE_REMOVE_EVENT.js">src/physics/matter-js/events/BEFORE_REMOVE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/BEFORE_REMOVE_EVENT.js#L15">Line 15</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:BEFORE_UPDATE">BEFORE_UPDATE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Matter Physics Before Update Event.</p>
<p>This event is dispatched by a Matter Physics World instance right before all the collision processing takes place.</p>
<p>Listen to it from a Scene using: <code>this.matter.world.on('beforeupdate', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Matter.Events.html#.BeforeUpdateEvent">Phaser.Physics.Matter.Events.BeforeUpdateEvent</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Update Event object.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/BEFORE_UPDATE_EVENT.js">src/physics/matter-js/events/BEFORE_UPDATE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/BEFORE_UPDATE_EVENT.js#L15">Line 15</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:COLLISION_ACTIVE">COLLISION_ACTIVE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Matter Physics Collision Active Event.</p>
<p>This event is dispatched by a Matter Physics World instance after the engine has updated.
It provides a list of all pairs that are colliding in the current tick (if any).</p>
<p>Listen to it from a Scene using: <code>this.matter.world.on('collisionactive', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Matter.Events.html#.CollisionActiveEvent">Phaser.Physics.Matter.Events.CollisionActiveEvent</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Collision Event object.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>bodyA</code></td>
            

            <td class="type">
            
                
<span class="param-type">MatterJS.BodyType</span>



            
            </td>

            

            

            <td class="description last"><p>The first body of the first colliding pair. The <code>event.pairs</code> array may contain more colliding bodies.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>bodyB</code></td>
            

            <td class="type">
            
                
<span class="param-type">MatterJS.BodyType</span>



            
            </td>

            

            

            <td class="description last"><p>The second body of the first colliding pair. The <code>event.pairs</code> array may contain more colliding bodies.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/COLLISION_ACTIVE_EVENT.js">src/physics/matter-js/events/COLLISION_ACTIVE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/COLLISION_ACTIVE_EVENT.js#L16">Line 16</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:COLLISION_END">COLLISION_END</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Matter Physics Collision End Event.</p>
<p>This event is dispatched by a Matter Physics World instance after the engine has updated.
It provides a list of all pairs that have finished colliding in the current tick (if any).</p>
<p>Listen to it from a Scene using: <code>this.matter.world.on('collisionend', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Matter.Events.html#.CollisionEndEvent">Phaser.Physics.Matter.Events.CollisionEndEvent</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Collision Event object.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>bodyA</code></td>
            

            <td class="type">
            
                
<span class="param-type">MatterJS.BodyType</span>



            
            </td>

            

            

            <td class="description last"><p>The first body of the first colliding pair. The <code>event.pairs</code> array may contain more colliding bodies.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>bodyB</code></td>
            

            <td class="type">
            
                
<span class="param-type">MatterJS.BodyType</span>



            
            </td>

            

            

            <td class="description last"><p>The second body of the first colliding pair. The <code>event.pairs</code> array may contain more colliding bodies.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/COLLISION_END_EVENT.js">src/physics/matter-js/events/COLLISION_END_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/COLLISION_END_EVENT.js#L16">Line 16</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:COLLISION_START">COLLISION_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Matter Physics Collision Start Event.</p>
<p>This event is dispatched by a Matter Physics World instance after the engine has updated.
It provides a list of all pairs that have started to collide in the current tick (if any).</p>
<p>Listen to it from a Scene using: <code>this.matter.world.on('collisionstart', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Matter.Events.html#.CollisionStartEvent">Phaser.Physics.Matter.Events.CollisionStartEvent</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Collision Event object.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>bodyA</code></td>
            

            <td class="type">
            
                
<span class="param-type">MatterJS.BodyType</span>



            
            </td>

            

            

            <td class="description last"><p>The first body of the first colliding pair. The <code>event.pairs</code> array may contain more colliding bodies.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>bodyB</code></td>
            

            <td class="type">
            
                
<span class="param-type">MatterJS.BodyType</span>



            
            </td>

            

            

            <td class="description last"><p>The second body of the first colliding pair. The <code>event.pairs</code> array may contain more colliding bodies.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/COLLISION_START_EVENT.js">src/physics/matter-js/events/COLLISION_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/COLLISION_START_EVENT.js#L16">Line 16</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DRAG">DRAG</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Matter Physics Drag Event.</p>
<p>This event is dispatched by a Matter Physics World instance when a Pointer Constraint
is actively dragging a body. It is emitted each time the pointer moves.</p>
<p>Listen to it from a Scene using: <code>this.matter.world.on('drag', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>body</code></td>
            

            <td class="type">
            
                
<span class="param-type">MatterJS.BodyType</span>



            
            </td>

            

            

            <td class="description last"><p>The Body that is being dragged. This is a Matter Body, not a Phaser Game Object.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>constraint</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Matter.PointerConstraint.html">Phaser.Physics.Matter.PointerConstraint</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer Constraint that is dragging the body.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.2</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/DRAG_EVENT.js">src/physics/matter-js/events/DRAG_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/DRAG_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DRAG_END">DRAG_END</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Matter Physics Drag End Event.</p>
<p>This event is dispatched by a Matter Physics World instance when a Pointer Constraint
stops dragging a body.</p>
<p>Listen to it from a Scene using: <code>this.matter.world.on('dragend', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>body</code></td>
            

            <td class="type">
            
                
<span class="param-type">MatterJS.BodyType</span>



            
            </td>

            

            

            <td class="description last"><p>The Body that has stopped being dragged. This is a Matter Body, not a Phaser Game Object.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>constraint</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Matter.PointerConstraint.html">Phaser.Physics.Matter.PointerConstraint</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer Constraint that was dragging the body.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.2</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/DRAG_END_EVENT.js">src/physics/matter-js/events/DRAG_END_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/DRAG_END_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DRAG_START">DRAG_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Matter Physics Drag Start Event.</p>
<p>This event is dispatched by a Matter Physics World instance when a Pointer Constraint
starts dragging a body.</p>
<p>Listen to it from a Scene using: <code>this.matter.world.on('dragstart', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>body</code></td>
            

            <td class="type">
            
                
<span class="param-type">MatterJS.BodyType</span>



            
            </td>

            

            

            <td class="description last"><p>The Body that has started being dragged. This is a Matter Body, not a Phaser Game Object.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>part</code></td>
            

            <td class="type">
            
                
<span class="param-type">MatterJS.BodyType</span>



            
            </td>

            

            

            <td class="description last"><p>The part of the body that was clicked on.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>constraint</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Matter.PointerConstraint.html">Phaser.Physics.Matter.PointerConstraint</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Pointer Constraint that is dragging the body.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.2</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/DRAG_START_EVENT.js">src/physics/matter-js/events/DRAG_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/DRAG_START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PAUSE">PAUSE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Matter Physics World Pause Event.</p>
<p>This event is dispatched by an Matter Physics World instance when it is paused.</p>
<p>Listen to it from a Scene using: <code>this.matter.world.on('pause', listener)</code>.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/PAUSE_EVENT.js">src/physics/matter-js/events/PAUSE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/PAUSE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:RESUME">RESUME</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Matter Physics World Resume Event.</p>
<p>This event is dispatched by an Matter Physics World instance when it resumes from a paused state.</p>
<p>Listen to it from a Scene using: <code>this.matter.world.on('resume', listener)</code>.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/RESUME_EVENT.js">src/physics/matter-js/events/RESUME_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/RESUME_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SLEEP_END">SLEEP_END</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Matter Physics Sleep End Event.</p>
<p>This event is dispatched by a Matter Physics World instance when a Body stop sleeping.</p>
<p>Listen to it from a Scene using: <code>this.matter.world.on('sleepend', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Matter.Events.html#.SleepEndEvent">Phaser.Physics.Matter.Events.SleepEndEvent</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Sleep Event object.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>body</code></td>
            

            <td class="type">
            
                
<span class="param-type">MatterJS.BodyType</span>



            
            </td>

            

            

            <td class="description last"><p>The body that has stopped sleeping.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/SLEEP_END_EVENT.js">src/physics/matter-js/events/SLEEP_END_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/SLEEP_END_EVENT.js#L14">Line 14</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SLEEP_START">SLEEP_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Matter Physics Sleep Start Event.</p>
<p>This event is dispatched by a Matter Physics World instance when a Body goes to sleep.</p>
<p>Listen to it from a Scene using: <code>this.matter.world.on('sleepstart', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>event</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Physics.Matter.Events.html#.SleepStartEvent">Phaser.Physics.Matter.Events.SleepStartEvent</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Sleep Event object.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>body</code></td>
            

            <td class="type">
            
                
<span class="param-type">MatterJS.BodyType</span>



            
            </td>

            

            

            <td class="description last"><p>The body that has gone to sleep.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/SLEEP_START_EVENT.js">src/physics/matter-js/events/SLEEP_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/physics/matter-js/events/SLEEP_START_EVENT.js#L14">Line 14</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:ENTER_FULLSCREEN">ENTER_FULLSCREEN</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scale Manager has successfully entered fullscreen mode.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scale/events/ENTER_FULLSCREEN_EVENT.js">src/scale/events/ENTER_FULLSCREEN_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scale/events/ENTER_FULLSCREEN_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:FULLSCREEN_FAILED">FULLSCREEN_FAILED</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scale Manager tried to enter fullscreen mode but failed.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.17.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scale/events/FULLSCREEN_FAILED_EVENT.js">src/scale/events/FULLSCREEN_FAILED_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scale/events/FULLSCREEN_FAILED_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:FULLSCREEN_UNSUPPORTED">FULLSCREEN_UNSUPPORTED</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scale Manager tried to enter fullscreen mode, but it is unsupported by the browser.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scale/events/FULLSCREEN_UNSUPPORTED_EVENT.js">src/scale/events/FULLSCREEN_UNSUPPORTED_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scale/events/FULLSCREEN_UNSUPPORTED_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:LEAVE_FULLSCREEN">LEAVE_FULLSCREEN</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scale Manager was in fullscreen mode, but has since left, either directly via game code,
or via a user gestured, such as pressing the ESC key.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scale/events/LEAVE_FULLSCREEN_EVENT.js">src/scale/events/LEAVE_FULLSCREEN_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scale/events/LEAVE_FULLSCREEN_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:ORIENTATION_CHANGE">ORIENTATION_CHANGE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scale Manager Orientation Change Event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>orientation</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><ul>
<li></li>
</ul></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scale/events/ORIENTATION_CHANGE_EVENT.js">src/scale/events/ORIENTATION_CHANGE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scale/events/ORIENTATION_CHANGE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:RESIZE">RESIZE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scale Manager Resize Event.</p>
<p>This event is dispatched whenever the Scale Manager detects a resize event from the browser.
It sends three parameters to the callback, each of them being Size components. You can read
the <code>width</code>, <code>height</code>, <code>aspectRatio</code> and other properties of these components to help with
scaling your own game content.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>gameSize</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Structs.Size.html">Phaser.Structs.Size</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Game Size component. This is the un-scaled size of your game canvas.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>baseSize</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Structs.Size.html">Phaser.Structs.Size</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Base Size component. This is the game size multiplied by resolution.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>displaySize</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Structs.Size.html">Phaser.Structs.Size</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Display Size component. This is the scaled canvas size, after applying zoom and scale mode.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>resolution</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The current resolution. Defaults to 1 at the moment.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>previousWidth</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>If the <code>gameSize</code> has changed, this value contains its previous width, otherwise it contains the current width.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>previousHeight</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>If the <code>gameSize</code> has changed, this value contains its previous height, otherwise it contains the current height.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scale/events/RESIZE_EVENT.js">src/scale/events/RESIZE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scale/events/RESIZE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:BOOT">BOOT</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Systems Boot Event.</p>
<p>This event is dispatched by a Scene during the Scene Systems boot process. Primarily used by Scene Plugins.</p>
<p>Listen to it from a Scene using <code>this.scene.events.on('boot', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sys</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scenes.Systems.html">Phaser.Scenes.Systems</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Scene Systems class of the Scene that emitted this event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/BOOT_EVENT.js">src/scene/events/BOOT_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/BOOT_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:CREATE">CREATE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Create Event.</p>
<p>This event is dispatched by a Scene after it has been created by the Scene Manager.</p>
<p>If a Scene has a <code>create</code> method then this event is emitted <em>after</em> that has run.</p>
<p>If there is a transition, this event will be fired after the <code>TRANSITION_START</code> event.</p>
<p>Listen to it from a Scene using <code>this.scene.events.on('create', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>scene</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scene.html">Phaser.Scene</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Scene that emitted this event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.17.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/CREATE_EVENT.js">src/scene/events/CREATE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/CREATE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DESTROY">DESTROY</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Systems Destroy Event.</p>
<p>This event is dispatched by a Scene during the Scene Systems destroy process.</p>
<p>Listen to it from a Scene using <code>this.scene.events.on('destroy', listener)</code>.</p>
<p>You should destroy any resources that may be in use by your Scene in this event handler.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sys</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scenes.Systems.html">Phaser.Scenes.Systems</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Scene Systems class of the Scene that emitted this event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/DESTROY_EVENT.js">src/scene/events/DESTROY_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/DESTROY_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PAUSE">PAUSE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Systems Pause Event.</p>
<p>This event is dispatched by a Scene when it is paused, either directly via the <code>pause</code> method, or as an
action from another Scene.</p>
<p>Listen to it from a Scene using <code>this.scene.events.on('pause', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        
        <th>Argument</th>
        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sys</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scenes.Systems.html">Phaser.Scenes.Systems</a></span>



            
            </td>

            
                <td class="attributes">
                

                

                
                </td>
            

            

            <td class="description last"><p>A reference to the Scene Systems class of the Scene that emitted this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>data</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            
                <td class="attributes">
                
                    &lt;optional><br>
                

                

                
                </td>
            

            

            <td class="description last"><p>An optional data object that was passed to this Scene when it was paused.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/PAUSE_EVENT.js">src/scene/events/PAUSE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/PAUSE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:POST_UPDATE">POST_UPDATE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Systems Post Update Event.</p>
<p>This event is dispatched by a Scene during the main game loop step.</p>
<p>The event flow for a single step of a Scene is as follows:</p>
<ol>
<li><a href="Phaser.Scenes.Events.html#event:PRE_UPDATE"><code>PRE_UPDATE</code></a></li>
<li><a href="Phaser.Scenes.Events.html#event:UPDATE"><code>UPDATE</code></a></li>
<li>The <code>Scene.update</code> method is called, if it exists</li>
<li><a href="Phaser.Scenes.Events.html#event:POST_UPDATE"><code>POST_UPDATE</code></a></li>
<li><a href="Phaser.Scenes.Events.html#event:RENDER"><code>RENDER</code></a></li>
</ol>
<p>Listen to it from a Scene using <code>this.scene.events.on('postupdate', listener)</code>.</p>
<p>A Scene will only run its step if it is active.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sys</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scenes.Systems.html">Phaser.Scenes.Systems</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Scene Systems class of the Scene that emitted this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>time</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>delta</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/POST_UPDATE_EVENT.js">src/scene/events/POST_UPDATE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/POST_UPDATE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PRE_UPDATE">PRE_UPDATE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Systems Pre Update Event.</p>
<p>This event is dispatched by a Scene during the main game loop step.</p>
<p>The event flow for a single step of a Scene is as follows:</p>
<ol>
<li><a href="Phaser.Scenes.Events.html#event:PRE_UPDATE"><code>PRE_UPDATE</code></a></li>
<li><a href="Phaser.Scenes.Events.html#event:UPDATE"><code>UPDATE</code></a></li>
<li>The <code>Scene.update</code> method is called, if it exists</li>
<li><a href="Phaser.Scenes.Events.html#event:POST_UPDATE"><code>POST_UPDATE</code></a></li>
<li><a href="Phaser.Scenes.Events.html#event:RENDER"><code>RENDER</code></a></li>
</ol>
<p>Listen to it from a Scene using <code>this.scene.events.on('preupdate', listener)</code>.</p>
<p>A Scene will only run its step if it is active.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sys</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scenes.Systems.html">Phaser.Scenes.Systems</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Scene Systems class of the Scene that emitted this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>time</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>delta</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/PRE_UPDATE_EVENT.js">src/scene/events/PRE_UPDATE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/PRE_UPDATE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:READY">READY</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Systems Ready Event.</p>
<p>This event is dispatched by a Scene during the Scene Systems start process.
By this point in the process the Scene is now fully active and rendering.
This event is meant for your game code to use, as all plugins have responded to the earlier 'start' event.</p>
<p>Listen to it from a Scene using <code>this.scene.events.on('ready', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        
        <th>Argument</th>
        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sys</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scenes.Systems.html">Phaser.Scenes.Systems</a></span>



            
            </td>

            
                <td class="attributes">
                

                

                
                </td>
            

            

            <td class="description last"><p>A reference to the Scene Systems class of the Scene that emitted this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>data</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            
                <td class="attributes">
                
                    &lt;optional><br>
                

                

                
                </td>
            

            

            <td class="description last"><p>An optional data object that was passed to this Scene when it was started.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/READY_EVENT.js">src/scene/events/READY_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/READY_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:RENDER">RENDER</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Systems Render Event.</p>
<p>This event is dispatched by a Scene during the main game loop step.</p>
<p>The event flow for a single step of a Scene is as follows:</p>
<ol>
<li><a href="Phaser.Scenes.Events.html#event:PRE_UPDATE"><code>PRE_UPDATE</code></a></li>
<li><a href="Phaser.Scenes.Events.html#event:UPDATE"><code>UPDATE</code></a></li>
<li>The <code>Scene.update</code> method is called, if it exists</li>
<li><a href="Phaser.Scenes.Events.html#event:POST_UPDATE"><code>POST_UPDATE</code></a></li>
<li><a href="Phaser.Scenes.Events.html#event:RENDER"><code>RENDER</code></a></li>
</ol>
<p>Listen to it from a Scene using <code>this.scene.events.on('render', listener)</code>.</p>
<p>A Scene will only render if it is visible and active.
By the time this event is dispatched, the Scene will have already been rendered.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>renderer</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Renderer.Canvas.CanvasRenderer.html">Phaser.Renderer.Canvas.CanvasRenderer</a></span>
|

<span class="param-type"><a href="Phaser.Renderer.WebGL.WebGLRenderer.html">Phaser.Renderer.WebGL.WebGLRenderer</a></span>



            
            </td>

            

            

            <td class="description last"><p>The renderer that rendered the Scene.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/RENDER_EVENT.js">src/scene/events/RENDER_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/RENDER_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:RESUME">RESUME</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Systems Resume Event.</p>
<p>This event is dispatched by a Scene when it is resumed from a paused state, either directly via the <code>resume</code> method,
or as an action from another Scene.</p>
<p>Listen to it from a Scene using <code>this.scene.events.on('resume', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        
        <th>Argument</th>
        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sys</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scenes.Systems.html">Phaser.Scenes.Systems</a></span>



            
            </td>

            
                <td class="attributes">
                

                

                
                </td>
            

            

            <td class="description last"><p>A reference to the Scene Systems class of the Scene that emitted this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>data</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            
                <td class="attributes">
                
                    &lt;optional><br>
                

                

                
                </td>
            

            

            <td class="description last"><p>An optional data object that was passed to this Scene when it was resumed.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/RESUME_EVENT.js">src/scene/events/RESUME_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/RESUME_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SHUTDOWN">SHUTDOWN</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Systems Shutdown Event.</p>
<p>This event is dispatched by a Scene during the Scene Systems shutdown process.</p>
<p>Listen to it from a Scene using <code>this.scene.events.on('shutdown', listener)</code>.</p>
<p>You should free-up any resources that may be in use by your Scene in this event handler, on the understanding
that the Scene may, at any time, become active again. A shutdown Scene is not 'destroyed', it's simply not
currently active. Use the <a href="Phaser.Scenes.Events.html#event:DESTROY"><code>DESTROY</code></a> event to completely clear resources.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        
        <th>Argument</th>
        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sys</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scenes.Systems.html">Phaser.Scenes.Systems</a></span>



            
            </td>

            
                <td class="attributes">
                

                

                
                </td>
            

            

            <td class="description last"><p>A reference to the Scene Systems class of the Scene that emitted this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>data</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            
                <td class="attributes">
                
                    &lt;optional><br>
                

                

                
                </td>
            

            

            <td class="description last"><p>An optional data object that was passed to this Scene when it was shutdown.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/SHUTDOWN_EVENT.js">src/scene/events/SHUTDOWN_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/SHUTDOWN_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SLEEP">SLEEP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Systems Sleep Event.</p>
<p>This event is dispatched by a Scene when it is sent to sleep, either directly via the <code>sleep</code> method,
or as an action from another Scene.</p>
<p>Listen to it from a Scene using <code>this.scene.events.on('sleep', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        
        <th>Argument</th>
        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sys</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scenes.Systems.html">Phaser.Scenes.Systems</a></span>



            
            </td>

            
                <td class="attributes">
                

                

                
                </td>
            

            

            <td class="description last"><p>A reference to the Scene Systems class of the Scene that emitted this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>data</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            
                <td class="attributes">
                
                    &lt;optional><br>
                

                

                
                </td>
            

            

            <td class="description last"><p>An optional data object that was passed to this Scene when it was sent to sleep.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/SLEEP_EVENT.js">src/scene/events/SLEEP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/SLEEP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:START">START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Systems Start Event.</p>
<p>This event is dispatched by a Scene during the Scene Systems start process. Primarily used by Scene Plugins.</p>
<p>Listen to it from a Scene using <code>this.scene.events.on('start', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sys</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scenes.Systems.html">Phaser.Scenes.Systems</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Scene Systems class of the Scene that emitted this event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/START_EVENT.js">src/scene/events/START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TRANSITION_COMPLETE">TRANSITION_COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Transition Complete Event.</p>
<p>This event is dispatched by the Target Scene of a transition.</p>
<p>It happens when the transition process has completed. This occurs when the duration timer equals or exceeds the duration
of the transition.</p>
<p>Listen to it from a Scene using <code>this.scene.events.on('transitioncomplete', listener)</code>.</p>
<p>The Scene Transition event flow is as follows:</p>
<ol>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_OUT"><code>TRANSITION_OUT</code></a> - the Scene that started the transition will emit this event.</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_INIT"><code>TRANSITION_INIT</code></a> - the Target Scene will emit this event if it has an <code>init</code> method.</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_START"><code>TRANSITION_START</code></a> - the Target Scene will emit this event after its <code>create</code> method is called, OR ...</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_WAKE"><code>TRANSITION_WAKE</code></a> - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_COMPLETE"><code>TRANSITION_COMPLETE</code></a> - the Target Scene will emit this event when the transition finishes.</li>
</ol>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>scene</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scene.html">Phaser.Scene</a></span>



            
            </td>

            

            

            <td class="description last"><p>The Scene on which the transitioned completed.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.5.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/TRANSITION_COMPLETE_EVENT.js">src/scene/events/TRANSITION_COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/TRANSITION_COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TRANSITION_INIT">TRANSITION_INIT</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Transition Init Event.</p>
<p>This event is dispatched by the Target Scene of a transition.</p>
<p>It happens immediately after the <code>Scene.init</code> method is called. If the Scene does not have an <code>init</code> method,
this event is not dispatched.</p>
<p>Listen to it from a Scene using <code>this.scene.events.on('transitioninit', listener)</code>.</p>
<p>The Scene Transition event flow is as follows:</p>
<ol>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_OUT"><code>TRANSITION_OUT</code></a> - the Scene that started the transition will emit this event.</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_INIT"><code>TRANSITION_INIT</code></a> - the Target Scene will emit this event if it has an <code>init</code> method.</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_START"><code>TRANSITION_START</code></a> - the Target Scene will emit this event after its <code>create</code> method is called, OR ...</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_WAKE"><code>TRANSITION_WAKE</code></a> - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_COMPLETE"><code>TRANSITION_COMPLETE</code></a> - the Target Scene will emit this event when the transition finishes.</li>
</ol>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>from</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scene.html">Phaser.Scene</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Scene that is being transitioned from.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>duration</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The duration of the transition in ms.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.5.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/TRANSITION_INIT_EVENT.js">src/scene/events/TRANSITION_INIT_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/TRANSITION_INIT_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TRANSITION_OUT">TRANSITION_OUT</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Transition Out Event.</p>
<p>This event is dispatched by a Scene when it initiates a transition to another Scene.</p>
<p>Listen to it from a Scene using <code>this.scene.events.on('transitionout', listener)</code>.</p>
<p>The Scene Transition event flow is as follows:</p>
<ol>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_OUT"><code>TRANSITION_OUT</code></a> - the Scene that started the transition will emit this event.</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_INIT"><code>TRANSITION_INIT</code></a> - the Target Scene will emit this event if it has an <code>init</code> method.</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_START"><code>TRANSITION_START</code></a> - the Target Scene will emit this event after its <code>create</code> method is called, OR ...</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_WAKE"><code>TRANSITION_WAKE</code></a> - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_COMPLETE"><code>TRANSITION_COMPLETE</code></a> - the Target Scene will emit this event when the transition finishes.</li>
</ol>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>target</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scene.html">Phaser.Scene</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Scene that is being transitioned to.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>duration</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The duration of the transition in ms.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.5.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/TRANSITION_OUT_EVENT.js">src/scene/events/TRANSITION_OUT_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/TRANSITION_OUT_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TRANSITION_START">TRANSITION_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Transition Start Event.</p>
<p>This event is dispatched by the Target Scene of a transition, only if that Scene was not asleep.</p>
<p>It happens immediately after the <code>Scene.create</code> method is called. If the Scene does not have a <code>create</code> method,
this event is dispatched anyway.</p>
<p>If the Target Scene was sleeping then the <a href="Phaser.Scenes.Events.html#event:TRANSITION_WAKE"><code>TRANSITION_WAKE</code></a> event is
dispatched instead of this event.</p>
<p>Listen to it from a Scene using <code>this.scene.events.on('transitionstart', listener)</code>.</p>
<p>The Scene Transition event flow is as follows:</p>
<ol>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_OUT"><code>TRANSITION_OUT</code></a> - the Scene that started the transition will emit this event.</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_INIT"><code>TRANSITION_INIT</code></a> - the Target Scene will emit this event if it has an <code>init</code> method.</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_START"><code>TRANSITION_START</code></a> - the Target Scene will emit this event after its <code>create</code> method is called, OR ...</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_WAKE"><code>TRANSITION_WAKE</code></a> - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_COMPLETE"><code>TRANSITION_COMPLETE</code></a> - the Target Scene will emit this event when the transition finishes.</li>
</ol>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>from</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scene.html">Phaser.Scene</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Scene that is being transitioned from.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>duration</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The duration of the transition in ms.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.5.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/TRANSITION_START_EVENT.js">src/scene/events/TRANSITION_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/TRANSITION_START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TRANSITION_WAKE">TRANSITION_WAKE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Transition Wake Event.</p>
<p>This event is dispatched by the Target Scene of a transition, only if that Scene was asleep before
the transition began. If the Scene was not asleep the <a href="Phaser.Scenes.Events.html#event:TRANSITION_START"><code>TRANSITION_START</code></a> event is dispatched instead.</p>
<p>Listen to it from a Scene using <code>this.scene.events.on('transitionwake', listener)</code>.</p>
<p>The Scene Transition event flow is as follows:</p>
<ol>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_OUT"><code>TRANSITION_OUT</code></a> - the Scene that started the transition will emit this event.</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_INIT"><code>TRANSITION_INIT</code></a> - the Target Scene will emit this event if it has an <code>init</code> method.</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_START"><code>TRANSITION_START</code></a> - the Target Scene will emit this event after its <code>create</code> method is called, OR ...</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_WAKE"><code>TRANSITION_WAKE</code></a> - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.</li>
<li><a href="Phaser.Scenes.Events.html#event:TRANSITION_COMPLETE"><code>TRANSITION_COMPLETE</code></a> - the Target Scene will emit this event when the transition finishes.</li>
</ol>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>from</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scene.html">Phaser.Scene</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Scene that is being transitioned from.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>duration</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The duration of the transition in ms.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.5.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/TRANSITION_WAKE_EVENT.js">src/scene/events/TRANSITION_WAKE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/TRANSITION_WAKE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:UPDATE">UPDATE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Systems Update Event.</p>
<p>This event is dispatched by a Scene during the main game loop step.</p>
<p>The event flow for a single step of a Scene is as follows:</p>
<ol>
<li><a href="Phaser.Scenes.Events.html#event:PRE_UPDATE"><code>PRE_UPDATE</code></a></li>
<li><a href="Phaser.Scenes.Events.html#event:UPDATE"><code>UPDATE</code></a></li>
<li>The <code>Scene.update</code> method is called, if it exists</li>
<li><a href="Phaser.Scenes.Events.html#event:POST_UPDATE"><code>POST_UPDATE</code></a></li>
<li><a href="Phaser.Scenes.Events.html#event:RENDER"><code>RENDER</code></a></li>
</ol>
<p>Listen to it from a Scene using <code>this.scene.events.on('update', listener)</code>.</p>
<p>A Scene will only run its step if it is active.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sys</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scenes.Systems.html">Phaser.Scenes.Systems</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Scene Systems class of the Scene that emitted this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>time</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>delta</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/UPDATE_EVENT.js">src/scene/events/UPDATE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/UPDATE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:WAKE">WAKE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Scene Systems Wake Event.</p>
<p>This event is dispatched by a Scene when it is woken from sleep, either directly via the <code>wake</code> method,
or as an action from another Scene.</p>
<p>Listen to it from a Scene using <code>this.scene.events.on('wake', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        
        <th>Argument</th>
        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sys</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Scenes.Systems.html">Phaser.Scenes.Systems</a></span>



            
            </td>

            
                <td class="attributes">
                

                

                
                </td>
            

            

            <td class="description last"><p>A reference to the Scene Systems class of the Scene that emitted this event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>data</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            
                <td class="attributes">
                
                    &lt;optional><br>
                

                

                
                </td>
            

            

            <td class="description last"><p>An optional data object that was passed to this Scene when it was woken up.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/WAKE_EVENT.js">src/scene/events/WAKE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/scene/events/WAKE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:COMPLETE">COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Complete Event.</p>
<p>This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they complete playback.</p>
<p>Listen to it from a Sound instance using <code>Sound.on('complete', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var music = this.sound.add('key');
music.on('complete', listener);
music.play();
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sound</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.WebAudioSound.html">Phaser.Sound.WebAudioSound</a></span>
|

<span class="param-type"><a href="Phaser.Sound.HTML5AudioSound.html">Phaser.Sound.HTML5AudioSound</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Sound that emitted the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/COMPLETE_EVENT.js">src/sound/events/COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    
    <h5>Listeners of This Event:</h5>
    <ul>
        <li><a href="Phaser.Sound.BaseSoundManager.html#play">Phaser.Sound.BaseSoundManager#play</a></li>
    
        <li><a href="Phaser.Sound.BaseSoundManager.html#playAudioSprite">Phaser.Sound.BaseSoundManager#playAudioSprite</a></li>
    
        <li><a href="Phaser.Sound.HTML5AudioSoundManager.html#play">Phaser.Sound.HTML5AudioSoundManager#play</a></li>
    
        <li><a href="Phaser.Sound.HTML5AudioSoundManager.html#playAudioSprite">Phaser.Sound.HTML5AudioSoundManager#playAudioSprite</a></li>
    
        <li><a href="Phaser.Sound.NoAudioSoundManager.html#play">Phaser.Sound.NoAudioSoundManager#play</a></li>
    
        <li><a href="Phaser.Sound.NoAudioSoundManager.html#playAudioSprite">Phaser.Sound.NoAudioSoundManager#playAudioSprite</a></li>
    
        <li><a href="Phaser.Sound.WebAudioSoundManager.html#play">Phaser.Sound.WebAudioSoundManager#play</a></li>
    
        <li><a href="Phaser.Sound.WebAudioSoundManager.html#playAudioSprite">Phaser.Sound.WebAudioSoundManager#playAudioSprite</a></li>
    </ul>
    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DECODED">DECODED</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Audio Data Decoded Event.</p>
<p>This event is dispatched by the Web Audio Sound Manager as a result of calling the <code>decodeAudio</code> method.</p>
<p>Listen to it from the Sound Manager in a Scene using <code>this.sound.on('decoded', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>this.sound.on('decoded', handler);
this.sound.decodeAudio(key, audioData);
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The key of the audio file that was decoded and added to the audio cache.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.18.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/DECODED_EVENT.js">src/sound/events/DECODED_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/DECODED_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DECODED_ALL">DECODED_ALL</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Audio Data Decoded All Event.</p>
<p>This event is dispatched by the Web Audio Sound Manager as a result of calling the <code>decodeAudio</code> method,
once all files passed to the method have been decoded (or errored).</p>
<p>Use <code>Phaser.Sound.Events#DECODED</code> to listen for single sounds being decoded, and <code>DECODED_ALL</code> to
listen for them all completing.</p>
<p>Listen to it from the Sound Manager in a Scene using <code>this.sound.on('decodedall', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>this.sound.once('decodedall', handler);
this.sound.decodeAudio([ audioFiles ]);
</code></pre>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.18.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/DECODED_ALL_EVENT.js">src/sound/events/DECODED_ALL_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/DECODED_ALL_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DESTROY">DESTROY</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Destroy Event.</p>
<p>This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are destroyed, either
directly or via a Sound Manager.</p>
<p>Listen to it from a Sound instance using <code>Sound.on('destroy', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var music = this.sound.add('key');
music.on('destroy', listener);
music.destroy();
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sound</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.WebAudioSound.html">Phaser.Sound.WebAudioSound</a></span>
|

<span class="param-type"><a href="Phaser.Sound.HTML5AudioSound.html">Phaser.Sound.HTML5AudioSound</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Sound that emitted the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/DESTROY_EVENT.js">src/sound/events/DESTROY_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/DESTROY_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DETUNE">DETUNE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Detune Event.</p>
<p>This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their detune value changes.</p>
<p>Listen to it from a Sound instance using <code>Sound.on('detune', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var music = this.sound.add('key');
music.on('detune', listener);
music.play();
music.setDetune(200);
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sound</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.WebAudioSound.html">Phaser.Sound.WebAudioSound</a></span>
|

<span class="param-type"><a href="Phaser.Sound.HTML5AudioSound.html">Phaser.Sound.HTML5AudioSound</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Sound that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>detune</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The new detune value of the Sound.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/DETUNE_EVENT.js">src/sound/events/DETUNE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/DETUNE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GLOBAL_DETUNE">GLOBAL_DETUNE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Manager Global Detune Event.</p>
<p>This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager,
or the HTML5 Audio Manager. It is dispatched when the <code>detune</code> property of the Sound Manager is changed, which globally
adjusts the detuning of all active sounds.</p>
<p>Listen to it from a Scene using: <code>this.sound.on('rate', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>soundManager</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.BaseSoundManager.html">Phaser.Sound.BaseSoundManager</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the sound manager that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>detune</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The updated detune value.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/GLOBAL_DETUNE_EVENT.js">src/sound/events/GLOBAL_DETUNE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/GLOBAL_DETUNE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GLOBAL_MUTE">GLOBAL_MUTE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Manager Global Mute Event.</p>
<p>This event is dispatched by the Sound Manager when its <code>mute</code> property is changed, either directly
or via the <code>setMute</code> method. This changes the mute state of all active sounds.</p>
<p>Listen to it from a Scene using: <code>this.sound.on('mute', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>soundManager</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.WebAudioSoundManager.html">Phaser.Sound.WebAudioSoundManager</a></span>
|

<span class="param-type"><a href="Phaser.Sound.HTML5AudioSoundManager.html">Phaser.Sound.HTML5AudioSoundManager</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Sound Manager that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>mute</code></td>
            

            <td class="type">
            
                
<span class="param-type">boolean</span>



            
            </td>

            

            

            <td class="description last"><p>The mute value. <code>true</code> if the Sound Manager is now muted, otherwise <code>false</code>.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/GLOBAL_MUTE_EVENT.js">src/sound/events/GLOBAL_MUTE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/GLOBAL_MUTE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GLOBAL_RATE">GLOBAL_RATE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Manager Global Rate Event.</p>
<p>This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager,
or the HTML5 Audio Manager. It is dispatched when the <code>rate</code> property of the Sound Manager is changed, which globally
adjusts the playback rate of all active sounds.</p>
<p>Listen to it from a Scene using: <code>this.sound.on('rate', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>soundManager</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.BaseSoundManager.html">Phaser.Sound.BaseSoundManager</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the sound manager that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>rate</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The updated rate value.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/GLOBAL_RATE_EVENT.js">src/sound/events/GLOBAL_RATE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/GLOBAL_RATE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:GLOBAL_VOLUME">GLOBAL_VOLUME</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Manager Global Volume Event.</p>
<p>This event is dispatched by the Sound Manager when its <code>volume</code> property is changed, either directly
or via the <code>setVolume</code> method. This changes the volume of all active sounds.</p>
<p>Listen to it from a Scene using: <code>this.sound.on('volume', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>soundManager</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.WebAudioSoundManager.html">Phaser.Sound.WebAudioSoundManager</a></span>
|

<span class="param-type"><a href="Phaser.Sound.HTML5AudioSoundManager.html">Phaser.Sound.HTML5AudioSoundManager</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the sound manager that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>volume</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The new global volume of the Sound Manager.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/GLOBAL_VOLUME_EVENT.js">src/sound/events/GLOBAL_VOLUME_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/GLOBAL_VOLUME_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:LOOP">LOOP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Loop Event.</p>
<p>This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their loop state is changed.</p>
<p>Listen to it from a Sound instance using <code>Sound.on('loop', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var music = this.sound.add('key');
music.on('loop', listener);
music.setLoop(true);
</code></pre>
<p>This is not to be confused with the <a href="Phaser.Sound.Events.html#event:LOOPED"><code>LOOPED</code></a> event, which emits each time a Sound loops during playback.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sound</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.WebAudioSound.html">Phaser.Sound.WebAudioSound</a></span>
|

<span class="param-type"><a href="Phaser.Sound.HTML5AudioSound.html">Phaser.Sound.HTML5AudioSound</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Sound that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>loop</code></td>
            

            <td class="type">
            
                
<span class="param-type">boolean</span>



            
            </td>

            

            

            <td class="description last"><p>The new loop value. <code>true</code> if the Sound will loop, otherwise <code>false</code>.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/LOOP_EVENT.js">src/sound/events/LOOP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/LOOP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:LOOPED">LOOPED</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Looped Event.</p>
<p>This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they loop during playback.</p>
<p>Listen to it from a Sound instance using <code>Sound.on('looped', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var music = this.sound.add('key');
music.on('looped', listener);
music.setLoop(true);
music.play();
</code></pre>
<p>This is not to be confused with the <a href="Phaser.Sound.Events.html#event:LOOP"><code>LOOP</code></a> event, which only emits when the loop state of a Sound is changed.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sound</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.WebAudioSound.html">Phaser.Sound.WebAudioSound</a></span>
|

<span class="param-type"><a href="Phaser.Sound.HTML5AudioSound.html">Phaser.Sound.HTML5AudioSound</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Sound that emitted the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/LOOPED_EVENT.js">src/sound/events/LOOPED_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/LOOPED_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:MUTE">MUTE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Mute Event.</p>
<p>This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their mute state changes.</p>
<p>Listen to it from a Sound instance using <code>Sound.on('mute', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var music = this.sound.add('key');
music.on('mute', listener);
music.play();
music.setMute(true);
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sound</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.WebAudioSound.html">Phaser.Sound.WebAudioSound</a></span>
|

<span class="param-type"><a href="Phaser.Sound.HTML5AudioSound.html">Phaser.Sound.HTML5AudioSound</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Sound that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>mute</code></td>
            

            <td class="type">
            
                
<span class="param-type">boolean</span>



            
            </td>

            

            

            <td class="description last"><p>The mute value. <code>true</code> if the Sound is now muted, otherwise <code>false</code>.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/MUTE_EVENT.js">src/sound/events/MUTE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/MUTE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PAUSE">PAUSE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Pause Event.</p>
<p>This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are paused.</p>
<p>Listen to it from a Sound instance using <code>Sound.on('pause', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var music = this.sound.add('key');
music.on('pause', listener);
music.play();
music.pause();
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sound</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.WebAudioSound.html">Phaser.Sound.WebAudioSound</a></span>
|

<span class="param-type"><a href="Phaser.Sound.HTML5AudioSound.html">Phaser.Sound.HTML5AudioSound</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Sound that emitted the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/PAUSE_EVENT.js">src/sound/events/PAUSE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/PAUSE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PAUSE_ALL">PAUSE_ALL</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Pause All Sounds Event.</p>
<p>This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager,
or the HTML5 Audio Manager. It is dispatched when the <code>pauseAll</code> method is invoked and after all current Sounds
have been paused.</p>
<p>Listen to it from a Scene using: <code>this.sound.on('pauseall', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>soundManager</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.BaseSoundManager.html">Phaser.Sound.BaseSoundManager</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the sound manager that emitted the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/PAUSE_ALL_EVENT.js">src/sound/events/PAUSE_ALL_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/PAUSE_ALL_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PLAY">PLAY</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Play Event.</p>
<p>This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are played.</p>
<p>Listen to it from a Sound instance using <code>Sound.on('play', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var music = this.sound.add('key');
music.on('play', listener);
music.play();
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sound</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.WebAudioSound.html">Phaser.Sound.WebAudioSound</a></span>
|

<span class="param-type"><a href="Phaser.Sound.HTML5AudioSound.html">Phaser.Sound.HTML5AudioSound</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Sound that emitted the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/PLAY_EVENT.js">src/sound/events/PLAY_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/PLAY_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:RATE">RATE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Rate Change Event.</p>
<p>This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their rate changes.</p>
<p>Listen to it from a Sound instance using <code>Sound.on('rate', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var music = this.sound.add('key');
music.on('rate', listener);
music.play();
music.setRate(0.5);
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sound</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.WebAudioSound.html">Phaser.Sound.WebAudioSound</a></span>
|

<span class="param-type"><a href="Phaser.Sound.HTML5AudioSound.html">Phaser.Sound.HTML5AudioSound</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Sound that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>rate</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The new rate of the Sound.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/RATE_EVENT.js">src/sound/events/RATE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/RATE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:RESUME">RESUME</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Resume Event.</p>
<p>This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are resumed from a paused state.</p>
<p>Listen to it from a Sound instance using <code>Sound.on('resume', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var music = this.sound.add('key');
music.on('resume', listener);
music.play();
music.pause();
music.resume();
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sound</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.WebAudioSound.html">Phaser.Sound.WebAudioSound</a></span>
|

<span class="param-type"><a href="Phaser.Sound.HTML5AudioSound.html">Phaser.Sound.HTML5AudioSound</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Sound that emitted the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/RESUME_EVENT.js">src/sound/events/RESUME_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/RESUME_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:RESUME_ALL">RESUME_ALL</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Resume All Sounds Event.</p>
<p>This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager,
or the HTML5 Audio Manager. It is dispatched when the <code>resumeAll</code> method is invoked and after all current Sounds
have been resumed.</p>
<p>Listen to it from a Scene using: <code>this.sound.on('resumeall', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>soundManager</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.BaseSoundManager.html">Phaser.Sound.BaseSoundManager</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the sound manager that emitted the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/RESUME_ALL_EVENT.js">src/sound/events/RESUME_ALL_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/RESUME_ALL_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:SEEK">SEEK</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Seek Event.</p>
<p>This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are seeked to a new position.</p>
<p>Listen to it from a Sound instance using <code>Sound.on('seek', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var music = this.sound.add('key');
music.on('seek', listener);
music.play();
music.setSeek(5000);
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sound</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.WebAudioSound.html">Phaser.Sound.WebAudioSound</a></span>
|

<span class="param-type"><a href="Phaser.Sound.HTML5AudioSound.html">Phaser.Sound.HTML5AudioSound</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Sound that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>detune</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The new detune value of the Sound.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/SEEK_EVENT.js">src/sound/events/SEEK_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/SEEK_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:STOP">STOP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Stop Event.</p>
<p>This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are stopped.</p>
<p>Listen to it from a Sound instance using <code>Sound.on('stop', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var music = this.sound.add('key');
music.on('stop', listener);
music.play();
music.stop();
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sound</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.WebAudioSound.html">Phaser.Sound.WebAudioSound</a></span>
|

<span class="param-type"><a href="Phaser.Sound.HTML5AudioSound.html">Phaser.Sound.HTML5AudioSound</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Sound that emitted the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/STOP_EVENT.js">src/sound/events/STOP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/STOP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:STOP_ALL">STOP_ALL</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Stop All Sounds Event.</p>
<p>This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager,
or the HTML5 Audio Manager. It is dispatched when the <code>stopAll</code> method is invoked and after all current Sounds
have been stopped.</p>
<p>Listen to it from a Scene using: <code>this.sound.on('stopall', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>soundManager</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.BaseSoundManager.html">Phaser.Sound.BaseSoundManager</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the sound manager that emitted the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/STOP_ALL_EVENT.js">src/sound/events/STOP_ALL_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/STOP_ALL_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:UNLOCKED">UNLOCKED</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Manager Unlocked Event.</p>
<p>This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager,
or the HTML5 Audio Manager. It is dispatched during the update loop when the Sound Manager becomes unlocked. For
Web Audio this is on the first user gesture on the page.</p>
<p>Listen to it from a Scene using: <code>this.sound.on('unlocked', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>soundManager</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.BaseSoundManager.html">Phaser.Sound.BaseSoundManager</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the sound manager that emitted the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/UNLOCKED_EVENT.js">src/sound/events/UNLOCKED_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/UNLOCKED_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:VOLUME">VOLUME</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Sound Volume Event.</p>
<p>This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their volume changes.</p>
<p>Listen to it from a Sound instance using <code>Sound.on('volume', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var music = this.sound.add('key');
music.on('volume', listener);
music.play();
music.setVolume(0.5);
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>sound</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Sound.WebAudioSound.html">Phaser.Sound.WebAudioSound</a></span>
|

<span class="param-type"><a href="Phaser.Sound.HTML5AudioSound.html">Phaser.Sound.HTML5AudioSound</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Sound that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>volume</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The new volume of the Sound.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/VOLUME_EVENT.js">src/sound/events/VOLUME_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/sound/events/VOLUME_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PROCESS_QUEUE_ADD">PROCESS_QUEUE_ADD</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Process Queue Add Event.</p>
<p>This event is dispatched by a Process Queue when a new item is successfully moved to its active list.</p>
<p>You will most commonly see this used by a Scene's Update List when a new Game Object has been added.</p>
<p>In that instance, listen to this event from within a Scene using: <code>this.sys.updateList.on('add', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>item</code></td>
            

            <td class="type">
            
                
<span class="param-type">*</span>



            
            </td>

            

            

            <td class="description last"><p>The item that was added to the Process Queue.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.20.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/structs/events/PROCESS_QUEUE_ADD_EVENT.js">src/structs/events/PROCESS_QUEUE_ADD_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/structs/events/PROCESS_QUEUE_ADD_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:PROCESS_QUEUE_REMOVE">PROCESS_QUEUE_REMOVE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Process Queue Remove Event.</p>
<p>This event is dispatched by a Process Queue when a new item is successfully removed from its active list.</p>
<p>You will most commonly see this used by a Scene's Update List when a Game Object has been removed.</p>
<p>In that instance, listen to this event from within a Scene using: <code>this.sys.updateList.on('remove', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>item</code></td>
            

            <td class="type">
            
                
<span class="param-type">*</span>



            
            </td>

            

            

            <td class="description last"><p>The item that was removed from the Process Queue.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.20.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/structs/events/PROCESS_QUEUE_REMOVE_EVENT.js">src/structs/events/PROCESS_QUEUE_REMOVE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/structs/events/PROCESS_QUEUE_REMOVE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:ADD">ADD</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Texture Add Event.</p>
<p>This event is dispatched by the Texture Manager when a texture is added to it.</p>
<p>Listen to this event from within a Scene using: <code>this.textures.on('addtexture', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The key of the Texture that was added to the Texture Manager.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>texture</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Textures.Texture.html">Phaser.Textures.Texture</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Texture that was added to the Texture Manager.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/textures/events/ADD_EVENT.js">src/textures/events/ADD_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/textures/events/ADD_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:ERROR">ERROR</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Texture Load Error Event.</p>
<p>This event is dispatched by the Texture Manager when a texture it requested to load failed.
This only happens when base64 encoded textures fail. All other texture types are loaded via the Loader Plugin.</p>
<p>Listen to this event from within a Scene using: <code>this.textures.on('onerror', listener)</code>.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The key of the Texture that failed to load into the Texture Manager.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/textures/events/ERROR_EVENT.js">src/textures/events/ERROR_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/textures/events/ERROR_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:LOAD">LOAD</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Texture Load Event.</p>
<p>This event is dispatched by the Texture Manager when a texture has finished loading on it.
This only happens for base64 encoded textures. All other texture types are loaded via the Loader Plugin.</p>
<p>Listen to this event from within a Scene using: <code>this.textures.on('onload', listener)</code>.</p>
<p>This event is dispatched after the <a href="Phaser.Textures.Events.html#event:ADD"><code>ADD</code></a> event.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The key of the Texture that was loaded by the Texture Manager.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>texture</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Textures.Texture.html">Phaser.Textures.Texture</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Texture that was loaded by the Texture Manager.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/textures/events/LOAD_EVENT.js">src/textures/events/LOAD_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/textures/events/LOAD_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:READY">READY</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>This internal event signifies that the Texture Manager is now ready and the Game can continue booting.</p>
<p>When a Phaser Game instance is booting for the first time, the Texture Manager has to wait on a couple of non-blocking
async events before it's fully ready to carry on. When those complete the Texture Manager emits this event via the Game
instance, which tells the Game to carry on booting.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.16.1</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/textures/events/READY_EVENT.js">src/textures/events/READY_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/textures/events/READY_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    
    <h5>Listeners of This Event:</h5>
    <ul>
        <li><a href="Phaser.Game.html#boot">Phaser.Game#boot</a></li>
    </ul>
    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:REMOVE">REMOVE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Texture Remove Event.</p>
<p>This event is dispatched by the Texture Manager when a texture is removed from it.</p>
<p>Listen to this event from within a Scene using: <code>this.textures.on('removetexture', listener)</code>.</p>
<p>If you have any Game Objects still using the removed texture, they will start throwing
errors the next time they try to render. Be sure to clear all use of the texture in this event handler.</p>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The key of the Texture that was removed from the Texture Manager.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/textures/events/REMOVE_EVENT.js">src/textures/events/REMOVE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/textures/events/REMOVE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TIMELINE_COMPLETE">TIMELINE_COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Timeline Complete Event.</p>
<p>This event is dispatched by a Tween Timeline when it completes playback.</p>
<p>Listen to it from a Timeline instance using <code>Timeline.on('complete', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('complete', listener);
timeline.play();
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>timeline</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Tweens.Timeline.html">Phaser.Tweens.Timeline</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Timeline instance that emitted the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TIMELINE_COMPLETE_EVENT.js">src/tweens/events/TIMELINE_COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TIMELINE_COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TIMELINE_LOOP">TIMELINE_LOOP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Timeline Loop Event.</p>
<p>This event is dispatched by a Tween Timeline every time it loops.</p>
<p>Listen to it from a Timeline instance using <code>Timeline.on('loop', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    loop: 4,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('loop', listener);
timeline.play();
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>timeline</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Tweens.Timeline.html">Phaser.Tweens.Timeline</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Timeline instance that emitted the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TIMELINE_LOOP_EVENT.js">src/tweens/events/TIMELINE_LOOP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TIMELINE_LOOP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TIMELINE_PAUSE">TIMELINE_PAUSE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Timeline Pause Event.</p>
<p>This event is dispatched by a Tween Timeline when it is paused.</p>
<p>Listen to it from a Timeline instance using <code>Timeline.on('pause', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('pause', listener);
// At some point later ...
timeline.pause();
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>timeline</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Tweens.Timeline.html">Phaser.Tweens.Timeline</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Timeline instance that emitted the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TIMELINE_PAUSE_EVENT.js">src/tweens/events/TIMELINE_PAUSE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TIMELINE_PAUSE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TIMELINE_RESUME">TIMELINE_RESUME</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Timeline Resume Event.</p>
<p>This event is dispatched by a Tween Timeline when it is resumed from a paused state.</p>
<p>Listen to it from a Timeline instance using <code>Timeline.on('resume', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('resume', listener);
// At some point later ...
timeline.resume();
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>timeline</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Tweens.Timeline.html">Phaser.Tweens.Timeline</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Timeline instance that emitted the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TIMELINE_RESUME_EVENT.js">src/tweens/events/TIMELINE_RESUME_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TIMELINE_RESUME_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TIMELINE_START">TIMELINE_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Timeline Start Event.</p>
<p>This event is dispatched by a Tween Timeline when it starts.</p>
<p>Listen to it from a Timeline instance using <code>Timeline.on('start', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('start', listener);
timeline.play();
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>timeline</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Tweens.Timeline.html">Phaser.Tweens.Timeline</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Timeline instance that emitted the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TIMELINE_START_EVENT.js">src/tweens/events/TIMELINE_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TIMELINE_START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TIMELINE_UPDATE">TIMELINE_UPDATE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Timeline Update Event.</p>
<p>This event is dispatched by a Tween Timeline every time it updates, which can happen a lot of times per second,
so be careful about listening to this event unless you absolutely require it.</p>
<p>Listen to it from a Timeline instance using <code>Timeline.on('update', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('update', listener);
timeline.play();
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>timeline</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Tweens.Timeline.html">Phaser.Tweens.Timeline</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Timeline instance that emitted the event.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.0.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TIMELINE_UPDATE_EVENT.js">src/tweens/events/TIMELINE_UPDATE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TIMELINE_UPDATE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TWEEN_ACTIVE">TWEEN_ACTIVE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Tween Active Event.</p>
<p>This event is dispatched by a Tween when it becomes active within the Tween Manager.</p>
<p>An 'active' Tween is one that is now progressing, although it may not yet be updating
any target properties, due to settings such as <code>delay</code>. If you need an event for when
the Tween starts actually updating its first property, see <code>TWEEN_START</code>.</p>
<p>Listen to it from a Tween instance using <code>Tween.on('active', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var tween = this.tweens.add({
    targets: image,
    x: 500,
    ease: 'Power1',
    duration: 3000
});
tween.on('active', listener);
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>tween</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Tweens.Tween.html">Phaser.Tweens.Tween</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Tween instance that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>targets</code></td>
            

            <td class="type">
            
                
<span class="param-type">Array.&lt;any></span>



            
            </td>

            

            

            <td class="description last"><p>An array of references to the target/s the Tween is operating on.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.19.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TWEEN_ACTIVE_EVENT.js">src/tweens/events/TWEEN_ACTIVE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TWEEN_ACTIVE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TWEEN_COMPLETE">TWEEN_COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Tween Complete Event.</p>
<p>This event is dispatched by a Tween when it completes playback entirely, factoring in repeats and loops.</p>
<p>If the Tween has been set to loop or repeat infinitely, this event will not be dispatched
unless the <code>Tween.stop</code> method is called.</p>
<p>If a Tween has a <code>completeDelay</code> set, this event will fire after that delay expires.</p>
<p>Listen to it from a Tween instance using <code>Tween.on('complete', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var tween = this.tweens.add({
    targets: image,
    x: 500,
    ease: 'Power1',
    duration: 3000
});
tween.on('complete', listener);
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>tween</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Tweens.Tween.html">Phaser.Tweens.Tween</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Tween instance that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>targets</code></td>
            

            <td class="type">
            
                
<span class="param-type">Array.&lt;any></span>



            
            </td>

            

            

            <td class="description last"><p>An array of references to the target/s the Tween is operating on.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.19.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TWEEN_COMPLETE_EVENT.js">src/tweens/events/TWEEN_COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TWEEN_COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TWEEN_LOOP">TWEEN_LOOP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Tween Loop Event.</p>
<p>This event is dispatched by a Tween when it loops.</p>
<p>This event will only be dispatched if the Tween has a loop count set.</p>
<p>If a Tween has a <code>loopDelay</code> set, this event will fire after that delay expires.</p>
<p>The difference between <code>loop</code> and <code>repeat</code> is that <code>repeat</code> is a property setting,
where-as <code>loop</code> applies to the entire Tween.</p>
<p>Listen to it from a Tween instance using <code>Tween.on('loop', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var tween = this.tweens.add({
    targets: image,
    x: 500,
    ease: 'Power1',
    duration: 3000,
    loop: 6
});
tween.on('loop', listener);
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>tween</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Tweens.Tween.html">Phaser.Tweens.Tween</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Tween instance that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>targets</code></td>
            

            <td class="type">
            
                
<span class="param-type">Array.&lt;any></span>



            
            </td>

            

            

            <td class="description last"><p>An array of references to the target/s the Tween is operating on.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.19.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TWEEN_LOOP_EVENT.js">src/tweens/events/TWEEN_LOOP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TWEEN_LOOP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TWEEN_REPEAT">TWEEN_REPEAT</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Tween Repeat Event.</p>
<p>This event is dispatched by a Tween when one of the properties it is tweening repeats.</p>
<p>This event will only be dispatched if the Tween has a property with a repeat count set.</p>
<p>If a Tween has a <code>repeatDelay</code> set, this event will fire after that delay expires.</p>
<p>The difference between <code>loop</code> and <code>repeat</code> is that <code>repeat</code> is a property setting,
where-as <code>loop</code> applies to the entire Tween.</p>
<p>Listen to it from a Tween instance using <code>Tween.on('repeat', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var tween = this.tweens.add({
    targets: image,
    x: 500,
    ease: 'Power1',
    duration: 3000,
    repeat: 4
});
tween.on('repeat', listener);
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>tween</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Tweens.Tween.html">Phaser.Tweens.Tween</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Tween instance that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The key of the property that just repeated.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>target</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            

            

            <td class="description last"><p>The target that the property just repeated on.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.19.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TWEEN_REPEAT_EVENT.js">src/tweens/events/TWEEN_REPEAT_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TWEEN_REPEAT_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TWEEN_START">TWEEN_START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Tween Start Event.</p>
<p>This event is dispatched by a Tween when it starts tweening its first property.</p>
<p>A Tween will only emit this event once, as it can only start once.</p>
<p>If a Tween has a <code>delay</code> set, this event will fire after that delay expires.</p>
<p>Listen to it from a Tween instance using <code>Tween.on('start', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var tween = this.tweens.add({
    targets: image,
    x: 500,
    ease: 'Power1',
    duration: 3000
});
tween.on('start', listener);
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>tween</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Tweens.Tween.html">Phaser.Tweens.Tween</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Tween instance that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>targets</code></td>
            

            <td class="type">
            
                
<span class="param-type">Array.&lt;any></span>



            
            </td>

            

            

            <td class="description last"><p>An array of references to the target/s the Tween is operating on.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.19.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TWEEN_START_EVENT.js">src/tweens/events/TWEEN_START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TWEEN_START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TWEEN_STOP">TWEEN_STOP</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Tween Stop Event.</p>
<p>This event is dispatched by a Tween when it is stopped.</p>
<p>Listen to it from a Tween instance using <code>Tween.on('stop', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var tween = this.tweens.add({
    targets: image,
    x: 500,
    ease: 'Power1',
    duration: 3000
});
tween.on('stop', listener);
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>tween</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Tweens.Tween.html">Phaser.Tweens.Tween</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Tween instance that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>targets</code></td>
            

            <td class="type">
            
                
<span class="param-type">Array.&lt;any></span>



            
            </td>

            

            

            <td class="description last"><p>An array of references to the target/s the Tween is operating on.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.24.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TWEEN_STOP_EVENT.js">src/tweens/events/TWEEN_STOP_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TWEEN_STOP_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TWEEN_UPDATE">TWEEN_UPDATE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Tween Update Event.</p>
<p>This event is dispatched by a Tween every time it updates <em>any</em> of the properties it is tweening.</p>
<p>A Tween that is changing 3 properties of a target will emit this event 3 times per change, once per property.</p>
<p><strong>Note:</strong> This is a very high frequency event and may be dispatched multiple times, every single frame.</p>
<p>Listen to it from a Tween instance using <code>Tween.on('update', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var tween = this.tweens.add({
    targets: image,
    x: 500,
    ease: 'Power1',
    duration: 3000,
});
tween.on('update', listener);
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>tween</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Tweens.Tween.html">Phaser.Tweens.Tween</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Tween instance that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The property that was updated, i.e. <code>x</code> or <code>scale</code>.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>target</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            

            

            <td class="description last"><p>The target object that was updated. Usually a Game Object, but can be of any type.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>current</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The current value of the property that was tweened.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>previous</code></td>
            

            <td class="type">
            
                
<span class="param-type">number</span>



            
            </td>

            

            

            <td class="description last"><p>The previous value of the property that was tweened, prior to this update.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.19.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TWEEN_UPDATE_EVENT.js">src/tweens/events/TWEEN_UPDATE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TWEEN_UPDATE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:TWEEN_YOYO">TWEEN_YOYO</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Tween Yoyo Event.</p>
<p>This event is dispatched by a Tween whenever a property it is tweening yoyos.</p>
<p>This event will only be dispatched if the Tween has a property with <code>yoyo</code> set.</p>
<p>If the Tween has a <code>hold</code> value, this event is dispatched when the hold expires.</p>
<p>This event is dispatched for every property, and for every target, that yoyos.
For example, if a Tween was updating 2 properties and had 10 targets, this event
would be dispatched 20 times (twice per target). So be careful how you use it!</p>
<p>Listen to it from a Tween instance using <code>Tween.on('yoyo', listener)</code>, i.e.:</p>
<pre class="prettyprint source lang-javascript"><code>var tween = this.tweens.add({
    targets: image,
    x: 500,
    ease: 'Power1',
    duration: 3000,
    yoyo: true
});
tween.on('yoyo', listener);
</code></pre>
    </div>
    

    

    

    
    
        <h5>Parameters:</h5>
        

<table class="params table table-striped">
    <thead>
    <tr>
        
        <th>Name</th>
        

        <th>Type</th>

        

        

        <th class="last">Description</th>
    </tr>
    </thead>

    <tbody>
    

        <tr>
            
                <td class="name"><code>tween</code></td>
            

            <td class="type">
            
                
<span class="param-type"><a href="Phaser.Tweens.Tween.html">Phaser.Tweens.Tween</a></span>



            
            </td>

            

            

            <td class="description last"><p>A reference to the Tween instance that emitted the event.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>key</code></td>
            

            <td class="type">
            
                
<span class="param-type">string</span>



            
            </td>

            

            

            <td class="description last"><p>The property that yoyo'd, i.e. <code>x</code> or <code>scale</code>.</p></td>
        </tr>

    

        <tr>
            
                <td class="name"><code>target</code></td>
            

            <td class="type">
            
                
<span class="param-type">any</span>



            
            </td>

            

            

            <td class="description last"><p>The target object that was yoyo'd. Usually a Game Object, but can be of any type.</p></td>
        </tr>

    
    </tbody>
</table>

    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.19.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TWEEN_YOYO_EVENT.js">src/tweens/events/TWEEN_YOYO_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/src/tweens/events/TWEEN_YOYO_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:COMPLETE">COMPLETE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Complete Event.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.19.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/plugins/spine/src/events/COMPLETE_EVENT.js">plugins/spine/src/events/COMPLETE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/plugins/spine/src/events/COMPLETE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:DISPOSE">DISPOSE</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Dispose Event.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.19.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/plugins/spine/src/events/DISPOSE_EVENT.js">plugins/spine/src/events/DISPOSE_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/plugins/spine/src/events/DISPOSE_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:END">END</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The End Event.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.19.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/plugins/spine/src/events/END_EVENT.js">plugins/spine/src/events/END_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/plugins/spine/src/events/END_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:EVENT">EVENT</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Custom Event Event.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.19.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/plugins/spine/src/events/EVENT_EVENT.js">plugins/spine/src/events/EVENT_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/plugins/spine/src/events/EVENT_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:INTERRUPTED">INTERRUPTED</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Interrupted Event.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.19.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/plugins/spine/src/events/INTERRUPTED_EVENT.js">plugins/spine/src/events/INTERRUPTED_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/plugins/spine/src/events/INTERRUPTED_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        
            
<hr>
<dt>
    <h4 class="name" id="event:START">START</h4>
    
    
</dt>
<dd>

    
    <div class="description">
        <p>The Start Event.</p>
    </div>
    

    

    

    
    

    
<dl class="details">
    

	

	
	<dt class="tag-since method-doc-label method-doc-details-label">Since: 3.19.0</dt>
	

	

    

    

    

    

	

	

	

	

	



	
	<dt class="tag-source method-doc-label method-doc-details-label">Source: <a href="https://github.com/photonstorm/phaser/tree/v3.22.0/plugins/spine/src/events/START_EVENT.js">plugins/spine/src/events/START_EVENT.js</a> (<a href="https://github.com/photonstorm/phaser/tree/v3.22.0/plugins/spine/src/events/START_EVENT.js#L7">Line 7</a>)</dt>
	

	

	

	
</dl>


    

    

    

    

    

    

    
</dd>

        </dl>
    
</article>

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